This is because the 1.0 system was incomplete when implemented. Looking at how the armoury system worked pre-Yoshida, chances are jobs were going to enter the picture but in a similar fashion to how the Secret World did it (which uses a system almost identical to 1.0's armoury); by setting certain actions and traits, you became that job. Granted, TSW's meta pretty much laughs at job builds since said builds are not optimal.
Not necessarily. Old WoW raids were VERY reliant on resistances, and raid survival hinged on resistance auras from certain classes, gear with the appropriate resistance, resistance potions, and any buffs from other parts of the game that would last long enough to get you through that boss. Of course, the issue the became forcing encounters that required resistances, which is why those were eventually phased out.The same goes for items like resist sets etc, the question becomes does it help kill the boss faster? if it doesn't then it becomes instantly worthless.
There was a poll after Yoshida took over, and the general consensus was that people wanted classic Final Fantasy jobs instead of classes like Gladiator and Marauder and so on.
And you're still outnumbered by the people playing tanks, healers and DPS. There's a reason the princess BRD and princess RDM were "things", and why I'd gladly see BRD focus on DPS to prevent that mess from happening again.