I love the Job Crystal system and its ability to define your class into what feels like a truly unique role. However, I feel like improvements can be made to allow for expansion of additional Job crystals for existing classes. I view Dragoon, Scholar, and Warrior as fantastic examples of how equipping your Job crystals should feel. The iconic jumps, and a system of building rage to unleash threat and defensive abilities lets you feel like that's what you were designed to do. If SquareEnix were to give Marauders a DPS job crystal (say Berserker), their core abilities would transfer well to another set of unique job skills (save additional threat on skills).
The problem of additional jobs per class becomes apparent if you consider giving the existing Tanking classes a DPS job crystal. Gladiators would become DPS by way of a job crystal, however they still have access to a large number of defensive abilities (Rampart, Sentinel, Convalescence, etc.) which would make them take overall less damage than their DPS counterparts while dealing comparable damage.
By trading a few core abilities around, I feel that you can truly define a job's role and specialty from other crystals for the same class.
Using Paladin as an example:
[Paladin]
30: Shield Oath
35: Cover
40: Sentinel
45: Spirits Within
50: Hallowed Ground
[Sword Saint] (Example Gladiator DPS)
30: Sword Oath
35: Judgement Blade
40: Duskblade
45: Hallowed Bolt
50: Divine Ruination
(Sword Saint ability names taken from FFT abilities)
You'll notice that the only real change is moving Sentinel to the job crystal, along with a slight order change. Sword Saint would get Paladin's Sword Oath.
By equipping a Paladin crystal, you facilitate survival by reducing damage taken through the abilities granted. If you equip the Sword Saint job crystal, you forgo these (much in the way Monk or Dragoon already do) to focus on dealing large amounts of damage. Sword Saint would still have access to some lesser survival cool downs (I.e. Rampart).
Using White Mage as another example:
[White Mage]
30: Divine Seal
35: Regen
40: Cure III (trading from a class ability)
45: Benediction
50: Holy
[Geomancer] (Example Conjurer DPS)
30: Torrent
35: Quicksand
40: Snowstorm
45: Wind Blast
50: Magma Surge
(Geomancer ability names also taken from FFT abilities)
The idea is you are given a much greater toolkit for healing as a White Mage. Geomancer would still has access to Cure and Cure II to assist with healing if necessary, but when equipped INT gear (I assume) and a limited toolkit, it wouldn't be nearly as effective (like BLM with Physick).
I think only small changes need to be made to certain existing job crystals, with abilities chosen to facilitate your specific role in a party (like DRG DPS jumps and SCH's additional heals), otherwise having multiple job crystals will make you feel like your basically the same exact class minus a silence/root/whatever.