True on both counts.
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On the issue of giving Disciples of Hand & Land inferior attributes growth compared to the Disciples of War & Magic ...
First, crafters and gathers do not use as broad a range of derived stats as warriors and mages do. Crafters and gathers don't use magic accuracy, magic potency, physical accuracy, attack power, physical defense, magical defense, evasion, parry rate, hit points, or magic points. They only use perception, output, gathering, control, craftsmanship, and magical craftsmanship instead. That's 10 to 6. Since crafters and gathers use fewer derived stats, one could argue that they don't need as many stat points. So should a rank 50 Weaver have as much evasion as a rank 50 Archer?
But on the other hand, one can also argue that one of the features that makes FFXIV unique and appealing is the fact that the crafter and gather classes are full-blown classes with equal weight and standing as warrior and mage classes. They just apply their stats to do different things. In this game, getting a Blacksmith to rank 50 is as impressive as getting a Marauder to rank 50 (maybe even moreso). So should a rank 50 Blacksmith be any less strong than a Rank 50 Marauder?
Personally, I'm more in favor of the second argument. I think that Nergui is also of that mindset (but Nergui will have to speak for himself/herself). So if we balance stat gains between ALL the Armory Classes (let's say 4 points per rank), it could maybe look like this.
Gladiator: VIT +2, DEX+1, STR +1
Archer: DEX +2, STR +1, VIT +1
Pugilist: DEX +2, STR +1, VIT +1
Marauder: STR +2, VIT +1, DEX +1
Lancer: STR +2, VIT +1, DEX +1
Conjurer: INT +2, MND +1, PIE +1
Thaumaturge: PIE +2, MND +1, INT +1
Alchemist: INT +2, PIE+2
Armorer: VIT +2, STR +2
Blacksmith: STR +2, MND +2
Carpenter: VIT +2, DEX +2
Culinarian: MND +2, PIE +2
Goldsmith: DEX +2, INT +2
Leatherworker: VIT +2, INT +2
Weaver: DEX +2, MND +2
Botanist: STR +2, INT+2
Miner: VIT +2, MND +2
Fisher: DEX +2, PIE +2
And every rank you gain, regardless of class, will give you 1 extra stat point that you can put in any stat you like.
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Which brings us to the second issue of the limits this would impose on the customization of any class. Yes, a system like the one above would impose some limits on class customization, but those limits would be so loose they would be better described as "boundaries" instead of limits.
Using a straight Rank 20 Gladiator as an example (VIT +40, DEX +20, STR +20, w/20 customization points), we can outline these "boundary character builds" which would be the extreme limit of customizations.
Very Tough R20 Gladiator: VIT +60, DEX+20, STR+20.
Nimble & Tough R20 Gladiator: VIT +40, DEX +40, STR+20.
Strong & Tough R20 Gladiator: VIT +40, DEX +20, STR+40.
Of course, a player can spend their customization points anyway they choose, as much or as little as they want. They don't have to put them into a stat that's already getting a bonus. They can decide that this particular Gladiator like to read literature and put those points in INT. This becomes interesting if the player has ranked up more than one class on the character.
R10 Gladiator & R10 Conjurer (VIT +20, DEX +10, STR +10, INT +20, MND +10, PIE +10, w/20 customization points).
This character still has 20 customization points from the 20 ranks she earned. She can use those points to bring make her VIT +40, or her INT +40, or any other stat +30 ... or any combination in between.
But Nergui is correct. Even with the level of customization the above system provides, it will be less than what we currently have in the game, right now. Right now, I can make a Gladiator and put every stat point I earn into INT, and completely ignore the other stats. That's an incredible amount of freedom, no doubt. So I can understand how players would not want to give all of that freedom up.