...I'd like to speculate for a moment about how this will play out. What has been said is that two separate battle systems will exist; classes for soloing on one hand and jobs for partying on the other. Somebody else may have said this already but hear me out:
Solo classes take the PvP role (for the most part) while the job system largely is designated for party and PvE situations.
By grouping soloing and PvP together, balancing classes might not be as much of an issue as everyone can use whatever skills they want. Essentially it's a level playing field and how successful you are depends on how you customize your skills. Think of online FPS where your main gun can be analogized to your class and your attachments and perks are all the other skills and tricks you employ.
On the other side of the equation, by grouping the job system, PvE and partying together, a completely different set of tactics exists which cannot be touched by issues of PvP balancing. Your role is to support the team by doing your job. Your job in raids, dungeons, HNMs etc. (i.e. tank, crowd control, (de)buffer etc.) has nothing to do with your role (and capabilities as a competitive PvPer).
Now I know many of you are thinking at this point that by doing this solo PvE content will suffer or you might be concerned that you wont be able to PvP with jobs and large groups. I agree, this is a conundrum but not entirely impossible to work something out. [SIZE="5"]The main thing I want you to take away from this post is that with two separate battle systems comes room for keeping PvP and PvE separate.[/SIZE] I know many of you have anxious and reluctant sentiments about PvP but but before you decide to give up hope and throw in the towel, please consider that the dev team is a smart group of people. Accept for now that PvP will be a factor and whatever they decide to, they will do it with great consideration to our concerns and the best intentions toward delivering us an enjoyable experience.