All of mine are linked on pg5. Knight's new and Geomancer was revised recentlyish. Thinking about revising my Flayer idea a bit to include a 3rd branching job, the Morpher.
Haven't posted it yet but I have an idea for the future of SMN with the addition of the hybrid role and new Egi's. All the Egi's will need a niche so I figure it's a great way work in the new role. Also included a stance to give SMN's a gameplay choice: Play like it is now or pop a stance and dish out Enkindles left and right by comboing your summons (reminiscent to older FF titles' SMN). The combo system would work like this using the current elemental descriptions:
Context: Summons IV, V and VI are Leviathan (healer pet similar to Eos), Ramuh (offensive support pet (mainly DPS and stuns) and Shiva (defensive support pet, creates shields like SCH but without the heals) respectively.
"The spark of Lightning ignites when it strikes, and thus Fire is born."
-If Summon III is used while Ramuh is active Enkindle's recast/cooldown is reduced.
"The heat of Fire renders to ash all that it touches, and thus Earth is born."
-If Summon II is used while Ifrit is active Enkindle's recast/cooldown is reduced.
"The density of Earth shuns sun and harbors cold, and thus Ice is born."
-If Summon VI is used while Titan is active Enkindle's recast/cooldown is reduced.
"The armor of Ice melts away, and thus Water is born."
-If Summon IV is used while Shiva is active Enkindle's recast/cooldown is reduced.
"The moistness of Water mists and rises, and thus Wind is born."
-If Summon is used while Leviathan is active Enkindle's recast/cooldown is reduced.
"The gusts and sighs of Wind gather the clouds, and thus Lightning is born."
-If Summon V is used while Garuda is active Enkindle's recast/cooldown is reduced.
I've also been tinkering with a once-planned-for-1.0 class "Enforcer," (a club user):
Seeing if it's possible to have all roles come off of one job for a true full hybrid. Currently have it so the job that comes off of it is Sage. Enforcer/Sage are a support DPS by default specializing in group HP/MP restoring and battle raising.
It tanks by creating HP shields on itself with a combo and its stance creates a magicked earth shield in the off hand; instead of a PLD's cover it gains the ability to share its shield with others with the use of other abilities.
It heals by turning the DPS's MP restoral/tank's HP shield combo into direct healing; unsure if I want to keep them at a distance and make the attacks target friendly characters or have them in melee range and give the heals out by whacking mob.
Enforcer as a class gets skills such as:
Astra: Evade a debuff; healing stance turns it into an Esuna/Leeches.
Toad: Pacification.
Arise: Battle raise.
Reflex: Tentative evasion buff.
Drain: Damage and self heal.
Poison: Tentative DoT, thinking of linking it to Toad.
Sap: Tentative MP damage; healer gets a return in MP.
Shining Strike/Seraph Strike/Flash Nova: Light damage combo. DPS restores MP to party members. Tank creates HP shields. Healer uses them to heal.
Starlight/Moonlight: Allows the sharing of Shining combo's effects to another member/party respectively.
Brainshaker: Stun.
Skullbreaker: Lowers target's INT, tinkering with this one for additional stuff.
True Strike/Hexa Strike/Realmrazer: DPS main combo. Tank enmity combo. Unsure on healer usage atm.
Sage as a job gets skills such as:
Shieldbearer: Tanking stance. Creates a shield with stats based on your mainhand's iLVL.
Wisdom: Healing stance. Alters several abilities.
Curaga: AoE Heal with long recast. Not very effective on DPS or tank but can be used to help in a pinch. Very effective for healer.
Megaflare: AoE damage. The go-to for AoE hate for tanking, AoE damage for DPS and healer (akin to Holy).
Sagacity: Tinkering still. Thinking of making it a direct boost to all stats.
Haven't played around with traits yet.