That's exactly what I'm seeing and saying here, Jericho. Thanks to you for that post.

A couple of points:

I'd be all for your revision, if the R50 cap was raised to something more significant, or the specializations were unlocked earlier (around R10 or 20, 20 being more optimal based on how easy it is to get to right now). Playing PLD or DRK for only 20 ranks (30-50) is seriously limiting the enjoyment you could have with the class had you started at R1. Not to mention the experience (not points, actually learning how to use a PLD) you gain by playing the class for that long.

Once you have either specialization skills acquired, a mix and match based on your allotted trait points should still be possible. This is keeping with providing more options to the player wanting to create a unique build, what XIV was originally trying to achieve with cross class skills. To overcome issues with a completely free swap, perhaps DRK skills are less effective while subbed, however that deficit can be removed by spending guild marks to enhance the effect of subbed skills while at the same time buffing the effect of the skill when it's used on main. Sort of like meritting skills in XI, but with less limitation on the max number of upgrades. If a player chooses to invest the time and effort to enhance DRK skills so they are just as effective on PLD, why stop them?

For example: DRK skill Last Resort adds +20/10% attack at it's main/sub base. Using advanced training for Last Resort through the GLA guild via guild marks adds +1% to that main/sub base. After 5 sessions of this adv training, Last Resort is then at +25/15% main/sub. After 10, it's at +30/20%. Coupled with raising the GM cost of subsequent training, this should be deemed fair.