Roles:
When you check the forums or ask in-game about the jobs most desired by the players, there are always different responses but some a very recurrent; red mage, blue mage, dancer, dark knight, even green mage has some threads.
What does this mean? Those jobs a hybrids and some support (buff/debuff) based, in others words, the so called holly trinity is hindering this game and denying what the players (customers) want.
Perhaps it's time to implement the hybrid role Yoshi have mentioned previously.
Taking this sentence into account we can assume that the game was already balanced with the hybrid role in mind, and the reason it's not implemented by now it's because, as Yoshida said in a live letter or letter from the producer, they will not implement it anytime soon to keep the “matching” system simple for the for the new players.Once we add the hybrid role (which serves multiple roles), you'll be able to have two players from each role, for a total of 8 people
Balance:
There are several reasons to have a game balanced, to avoid power creep, to avoid player and class exclusions, to provide a good degree of difficulty...
Again, the so called balance, just like the “un-holy trinity” is hindering the game, but don't take this wrong, i do think balance is needed, but not the way it is being handled.
The most heavy reason for some players to to reject buff/debuff classes is the class exclusion, if you design a battle around a buffer/debuffer class it will be mandatory, and will make recruitment times longer, and take a spot some other class could have taken.
That's terrifying... but well it's already happen and will always happen, we can't deny it, as long as there are hardcore raiders they will always maximize the efficiency of their ptys, this is unavoidable, and ignorable at the same time if we take into account 2 things, they hardcore raider player-base is a small minority in this game, and, the game is designed to have various classes leveled in a single character.
So, as an idea to make this work, 2 changes are needed, separate token/loot lockouts/caps, per classes, and a change in the loot system, some times we may be forced to use a class we don't want to, to clear content, this is already happening, and because of this i think the “need” capability should be selected before starting the instance and not linked to the current equipped class.
Lets talk about another big fear, player exclusion, well this is already happening, though we were promised by yoshida in the 1.xx era, that ffxivARR would be a game where hardcore, casual, experienced and new games would be able to play together. Well this is the bigger lie, because in favor of balance, this game battles have been designed with very specific player limits (party size) and around a trial and error system, the enemy of the the new players and best ally of the so hard to obtain statics, and this have been said by casuals and hardcore alike; “the difficulty of coil resides in your capability to make/find a static”.
Well, for me is clear, trial and error systems has nothing to do with player skill, it's just a false difficulty that promotes player exclusion.
If i have to give an idea to solve this, i would say, less 1shot mechanics, more reactive and less predictable battles, without making it fully randomized. give us chances to recover from an almost certain wipe, it's an important player skill after all, and please, give us more than one way to win a battle, something else than an unexpected way, like coil2 enrage.
Balance is always good but it should never be preferred over functionality and fun, because it leads ro repetition and boredom, a scripted trial and error battle can seem balanced and fair, but it's not and it's of course far from being fun.
TLDR: there's no such thing, a forum is a place to read and write, if you're not capable of it, this is not your place.