Chocobo Leveling may interest you or have already interested you. I would like to post information about this said task and offer some theory suggestions on how you can train your bird for a certain Job.
The only way, currently, to level up your Chocobo Companion is through good ol classic grinding of mobs. As he/she gains in levels they acquire SP to spend on abilities to shape you bird to your liking. Each Level up gives you SP equal to that Level so by Level 10 you will have acquired 55SP. There are three categories for abilities on which to choose from, they are: Attacker, Defender and Healer. Each of these three categories can offer beneficial abilities towards a specific role or you can mix and match for different roles. Each Level of ability requires the previous abilities in the sequence in order to purchase it. (Ex. Must have L1 and L2 ability to buy L3). Each abilities cost is the same as the Level of the ability itself. (Ex. L1 = 1SP, L2 = 2SP, L7 = 7SP).
Below I have compiled a list of ways to build your bird through skill choices that will develop it into a different playing type. I have given them appropriate job titles that I chose to Label them with based off of their would be roles.
WAR - Defender L10
By putting all your SP into Defender your bird will be built to tank big groups of mobs with his final L10 ability which is an AOE enmity attack so I labeled him a WAR due to its attacks to build hate on large groups.
PLD - Defender L9, Attacker L4
Since PLD is more notably suited for fights with a singular mob I have chosen to not give him the AOE enmity move and instead I chose use the remaining points for Attacker which gives it more HP, Attack and a good DoT move to help with keeping hate.
PLD (Option 2) - Defender L9, Healer L4
There is however an alternate route you may go with this PLD setup and that is to instead of putting points into Attacker, you add them to Healer which gives the PLD bird a Cure spell to help generate hate and keep itself alive.
WHM/SCH - Healer L10
Putting all your SP into Healer creates more or less the equivalent of a WHM or SCH with its L10 ability being an AOE Heal for the entire party.
BLM/BRD - Attacker L10
Putting all your SP into Attacker you gain the L10 move which is a big AOE attack which is most notable with our BLM's and BRD's.
MNK/DRG - Attacker L9, Defender L4
When we think of our MNK and DRG, they are the hard hitting jobs for typically singlular enemies, so taking off the last Attacker ability and using those remaining points for Defender you gain more STR, HP and a good attack that adds a Slow effect on the enemy.
SMN - Defender L6, Attacker L6, Healer L4
This setup is a great support job which I would say is what our SMN is lumped into at the present time. They will have the highest Critical Rate over any of the other build with plenty of Status Effects to go with it (DoT and Slow). Adding the rest of the points into Healer will give it the ability to heal as well as cast a Regen on injured party members.
Below is the stat comparison for the Jobs Roles I have created:
WAR - STR 10%, HP 20%, ACC 5%, Crit 15%, Damage Reduction -15% (w/ AOE Enmity Attack)
PLD - STR 15%, HP 25%, ACC 5%, Crit 15%, Damage Reduction -15% (w/ Singular Attacks)
PLD2 - STR 10%, HP 25%, ACC 5%, Crit 15%, Damage Reduction -15%, MND 10% (w/ Cure)
WHM/SCH - MND 25%, HP 10%, ACC 5%, Crit 15% (w/ AOE Cure)
BLM/BRD - STR 15%, HP 5%, ACC 5%, Crit 15%, Attack Speed 10% (w/ AOE Attack)
MNK/DRG - STR 20%, HP 15%, ACC 5%, Crit 15%, Attack Speed 10% (w/ Singular Attacks)
SMN - STR 10%, HP 20%, ACC 10%, Crit 30%, MND 10% (w/ Highest Crit + Status Effects + Cure)