See, that's the problem. Not that a job has an advantage against X or Y, but that the advantage is perceived as being some kind of exclusive one-way door to content. It's people's perceptions that need to change first.
People like to conveniently forget about many of the mechanics FFXIV swept under the rug in the name of evening the playing field, and the selfsame mechanics which FFXI used to make each class shine in their own right. The real savior would be to bring back weaknesses and resistances. Have mobs which are highly resilient to damage aside from blunt, piercing or slashing damage, for example. This would encourage players to bring along dragoons and bards for piercing, or Monks for blunt damage. Mobs which are resilient to melee, but weak to magic encourages you to bring along summoners and black mages.
Is it really so hard a concept for people to grasp that having an advantage over a target need not exclude anyone? Most of the game revolves around instanced dungeons, which means players have a variety of jobs working towards the same goal. This isn't FFXI where the open world is your battlefield. Having a reason to create a balanced party may be just what this game needs going forwards.
Yes... one is basically a HP sink, while the other actually defends.