I feel like people don't think about the community acceptance aspect enough; in my opinion this isn't really valid point if you can identify the true issues with the current system and the thought process that it engenders in the community - as of right now there is a very rigid "right" and "wrong" way to play by design. If you decide to use only Ice spells on Black Mage it's very apparent that you're doing the wrong thing. If you apply your bonus into stats that don't augment your primary functions - it is again - very apparent that you're doing the wrong thing. There is no room for variation in skill sets as there is none - every player has the same skills/abilities - so it's simply a matter of making keystrokes in the proper sequence to perform properly (hur dur we get how rotations work Dhex). What I am driving at is this; the current meta (at endgame) revolves exclusively around efficiency and maximizing damage once you meet the requirements of a given piece of content.
To change players method of thought you must first change the exclusive focus of endgame from rotation perfection, and efficient gear choice to something more. Materia application is currently limited to crafted gear because it would easily offset the meta to the point that it also would become a "required" to have proper melds - just as is required to progress crafting beyond a certain point. So what needs to happen is an overall shift in meta focus off of damage and gear efficiency - the sort of system I am attempting to articulate is, in part, an effort to shift the meta - this has the additional benefit of expanding and augmenting endgame and Job depth beyond the current rigid and limited linear vertical growth that equipment currently provides players.
We need more flexibility and depth throughout the breadth of the game - not just in a single area. Devs. actively avoid the difficulties that come with diversified options, expanded character growth, and potential imbalances by making the game mono-faceted and simplistic.