Balance trumps subjective fun, because while balance can allow for subjective fun, subjective fun doesn't always allow for balance.
The crux of my argument is that it messes with party dynamics and group comps in a way that is detrimental to the community as a whole. You have to factor human nature into these sort of things, because you know the support classes will follow the trend of being the least-played yet balanced to being the most needed. That's not a good thing for the game in the long run. As I said, look back to princess Red Mages and princess Bards.You may not enjoy the idea of being a support class, but there are more than enough players who would. In a game entirely about the community and enjoyment, what harm, if balanced properly, is there in adding another type of roll that will just enhance the enjoyment of some of the community?
If you think uppity tanks or healers are bad, the aforementioned two monstrocities were worse by several orders of magnitude.
Except healers don't create any of the problems a support role does. Healers, along with tanks and DPS directly affect the battle, which is why the three work off each other as well as they do from a design perspective.In the same light, you may not like being a healer, but other players find enjoyment in that role. Its not rocket science, and its purely a subjective thing much like fun.
You're missing the fact that the reason balance between the jobs is in such a good place is because they stuck to three roles and blended support aspects into the three roles.I think with how good the devs have done so far in the balancing act of jobs, they'd have no problem pulling off a Support role.
Gonna quote this for emphasis. It'll get ignored by some, but I'll be damned if I don't try to help people understand why things work the way they do.