Quote Originally Posted by RickmanUK View Post
Don't Wanna Sound too much like an Arse... But That's the Point of them at the Moment. The Jobs are Specialized Additions ontop of the Existing Training you've got with that Skill-set/Class. They ARE Similar because they use the Same Basic Skills as a Leap into Further power. Only one that Stands Slightly Apart is Summoner/Scholar, And Even they use the Same Basic Knowledge (Summoner is using the Knowledge as a "Lens" for much Older Knowledge which is Largely Lost).
And I would completely agree with you if the intent was only to offer on single Job crystal per class as a direct increase in power to said class. But because (I assume) the intent of the system was to add multiple roles per class I feel like a little Job definition would be required in order to facilitate the performance of a specific role (be it Tank, Healer, DPS). For instance, Sword Oath on the Paladin crystal does little to assist with Tanking (compared to just taking off Shield Oath).

Any Additional Jobs for the Basic Classes should use the existing Training as a Stepping Stone too greater power, Gladiators Adding "Dark Magic" too their Skills too boost their Power would be the Foundation of say the Dark Knight, Conjurer's Focusing Less on the Balance of Nature and more on it's Fury could be Geomancers Basis.
Not Gonna Argue.. The Job System could do with Some Tweaks.. But Breaking Everything away Completly from the Classes will make the Game lose some of it's Flavour. (Too me Anyway)
Unfortunately, I dont see trying to turn a Gladiator into a Dark Knight by way of only 5 crystal abilities a feesable thing. That seems like something that would need to be built from the ground up as a seperate class.

Just in case there was any confusion, what I was trying to say is that the Job crystals should grant classes tools to perform their specific role in a party better to allow role diversity if said class was equipped of a different crystal (Crystals should focus on Damage Reduction cooldowns for Tank roles, Healing Abilities for Healers, Damage Abilities and DPS cooldowns for Damage Dealers, etc.).