I hate it when people say this. The tank to healer to DPS ratio come Heavensward is 3:3:7. That's pretty good, all things considered. We'll have too much DPS when we hit 2:1:22.
Green Mage, Geomancer, Mystic/Oracle, Chemist. There, I have four otheradding a new "Hybrid DPS" role would be a waste more logical would be to make RDM into a healer role with buffing ablities (which is what RDM ended up being in FFXI (trust me i know I dropped the job because of this)) since there is a lack of healer and tank roles.suckersvolunteers you can turn into healers.
Edit: Just to elaborate on these...
Green Mage - A HoT-based healer. Not Direct Heals+HoT+Shields like SCH, but more akin to resto druids from WoW with HoTs that can be detonated into burst heals when needed.
Chemist - Gun-toting healer that throws potions that heal allies. Reliant on TP recovery since their abilities cost TP while have access to medicinal darts that can impair enemies (Tranquilizer Dart) or quickly heal allies (Remedy Dart).
Geomancer - Healer that uses the strength of the land to heal and protect allies. A potential system for them would rely on a sort of elemental cycle (the Geomancer's Parable would be "Wind moves water, water corrodes the earth, the earth withstands the wind").
Mystic/Oracle - A healer built on damage dealt, HP transfers with a multiplier, or perhaps converting damage taken into heals or healing power. The design would play on the ying-yang aesthetic that we know of mystic/oracle from FF Tactics. Tying the job to the Milvaneth Sacrarium in Ul'dah would give it the additional lore benefit of playing into the duality of Nald and Thal along with Thaumaturge.
Honorary mention - Dancer - A healer built on a system similar to NIN mudras but it being called steps. Steps bring an immediate benefit to the person it is being used on, and Flourishes would be healing "finishers" or grant specific effects based on what is needed.