Forgive the slightly confusing title, I couldn't think of an easier way to summarise this.

During Beta it was asked that mobs be given back their little quirks and idiosyncracies that were either removed in the crossover from Version 1 to Version 2 or were never included.

Examples of these Final Fantasy features are:

- Casting Fire damage on a Fire elemental would either not damage it or actively heal it (and similarly for thunder on a lightning elemental etc)
- Casting Cures on the Undead would damage them.
- Undead aggro low-hp
- Weather effects on magic damage/resistance
- Special mob behaviours (Aldgoats would follow you as you walked by, Crabs would get in a defensive posture if you got too close and would only aggro if you got closer, Squirrels would run away if you used an ability).
- Mob weaknesses to different damage types: eg flying enemies take more piercing damage, skeletons take more piercing damage, ghosts are more resistant to all physical damage.

There are, I am sure, many other examples that more obsessed FF fans than I will remember.

SE actually gave a response to this during Beta to the effect that a lot of these features will make one job more popular than another for certain content so they would not be reintroducing those. Their aim was to make all jobs equally viable for all content.

A laudable goal, but I think we can all agree that they have, to some extent not met this goal. Garuda Ex parties are increasingly common in PF requiring one or fewer melee. Double bards are held as a requirement for Turns 1 and 2 (though they aren't), if you don't have an AOE LB in Ifrit HM people leave.

My argument is that they shouldn't try to make all content beatable by all combinations of parties because that's a pipe dream they'll never realise. My argument is that they should introduce these special characteristics but try to balance out where they feature so that no classes are excluded from end-game as a whole, but that individual events give different jobs a chance to shine.