I regret that my key perspective to this is for Paladin. I'm not asking for buffs to paladin, but I'm asking for variety in the job system. I realize that jobs are more powerful than their class-counterparts but I've always felt that classes sounded more fun. In my brief time in 1.0, I had more fun on Gladiator than Paladin.
SE,
Please, in the future, give us ways to differentiate ourselves from other players.
I can't speak for many jobs, but for Paladin, there is virtually no choice in skills, once you have your subs leveled. The biggest choice is really whether you want to equip a terrible cure or stoneskin, which at least scales with our hp.
Though being able to your raise your healer after a battle is nice, it has no combat usefulness, and the walk back is never very long in a dungeon. You're better off equipping a combat useable ability, and being more likely to win, than the "convenience" of being able to raise.
Every other MMO I've played, every single one, had choices. While, with a given goal, there was nearly always a best choice (these were called 'cookie-cutter' builds), it sometimes varied from goal to goal, and usually offered a few points for options.
Warcraft (Pre-Cata...cata really dumbed things down) had specs, and there were a few choices you could make while picking up necessary abilities.
RIFT, though I didn't play it long, had similar spec setup, but you had to go x-deep in other trees before going deeper in your main tree.
FFXI had merits, and for some jobs, merits were rigid, best choice, and for others, they were more fluid. Some jobs the choice didn't really matter, or was a little bit up to player preference (partially true for Red Mage, Bard, BLM, Ninja). Paladin was pretty customizable to your style of play.
FFXI also had subjobs, which not only could sometimes change how you merited (meriting based on your most-common sub), but itself individualized classes. For a short time, dual wield warrior was competitive, in very geared situations, with 1h Warrior. Tanks could choose a sub depending on the content and their task. The nice part about subs is that they were very fluid.
At one point, Tanking Paladins in Warcraft could choose to do 0-5% more damage or be healed for 0-5% more. Usually, the choice was damage, because most of that healing went to overhealing. 5% more of a tanks dps sometimes made the difference. The same is true in this game, however a wow tank might spec 5% more healing received for something like Titan HM.
The panes seem filled with some lackluster stuff and the choices become virtually non-existent. Not that I would want to, but I can equip Skull Sunder from Marauder, but cannot equip Heavy Swing, meaning that I cannot fulfill that combo. It takes the same GCD as most other abilities, so there's no benefit, ever, to a paladin using it, not even while below level 10 (though he'd be a gladiator at level 10 lol).