This post is 100% opinionated meaning you do not have to agree with it however, if you do disagree with it you can create your own post and make suggestions to the community. At least I am trying to help.
First we are going to talk about Pugilist Monk and what I feel is a major issue with this class. At first when I first played this class I was a little bit underwhelmed. It had proved to be more of a 1,2. class than an actual martial artist. However, the cross class abilities it gives I think there should be some improvements. Feather Foot Increases by 30% for 30 seconds. Second Wind now removes negative effects - stun, paralyze etc. It make look strong on paper but actually it is not as powerful as it seems. It is probably as equivalent to a potion as it can get. So having an effect of esuna added to the ability would give it more of a situational feel where you can switch class for whatever the situation. Haymaker changes to where it delivers an attack with a potency of 170 and can only be used immediately after being critted or evaded and then attacked. and is OFF Global cooldown Additional effect Slow +20% duration 20 seconds. Internal Release Increases critical hit rate by 15%, duration 30 seconds. Mantra increases hp recovery via curing magic by 30% for self and nearby party members, duration 30 seconds.
Gladiator Paladin
Savage Blade is changed to Righteous Blade.
Righteous Blade The delivers an attack with a potency of 100.
Additional effect increases emnity.
Combo Action Fastblade Combo Potency 200.
Additional effect of you heal 3% of your max hp
If you have 40k HP then it would be 1200 hps.
Flash gains an improvement. It reduces the damage of your nearby allies, by 5%. The way it works is that flash will hit allies and when it hits allies they will get the effect Rally. Rally will give nearby allies and 5% damage decrease from both magical and physical attacks. This lasts 8 seconds and has diminishing returns.
Awareness Gets is duration increased to 20 second.
Convolescence Is removed and Fight or Flight is added in its place.
Warrior
]Skull Sunder Delivers an attack with a potency of 100. Additional Effect Increased emnity.
Combo Action Heavy Swing Combo Potency is 200.
Additional Effect Bulk Up.
What is Bulk Up Bulk Up reduces the resource cost of your next ability by 50%.
Blood Bath Stays the same as it is now but gains an additional effect.
PreparationReduces the mp or tp cost by 100%. But only1 ability.
Fracture Loses its dot effect and gains paralasis. Duration 18 seconds . Paralyze is not stun. It has a 80/20 chance of stunning you for millisecond. It stops people running away and it stops people casting but it doesn't stop instant cast action. It only has three paralyzes at a time and you have a 20% stunning someone and 80% it not doing anything.
Foresight Increases defence by 20%. Additional effect increases magic defence by 10%.
Mercy Stroke The only thing I have against this ability is that it can only be executed when the target's hp is below 20%. I would increase it to 30% to make it more usable.
Lancer Dragoon My current problems with the Lancer Dragoon is that it has too many attacks aka too many buttons. This is a problem. There really shouldn't be a class that requires a 10 button combo. To me it sounds ridiculous, so I would suggest merging Heavy Thrust with True Thrust. Merging Faint with Impulse drive. All combos that are linked to heavy thrust are now linked to true thrust.
Let's us talk about the cross class abilities.
You gain an ability called Double Thrust. It allows you to perform any combat action you have, twice. This is also shared with other combos, but you can only use it with a combat action. It would still cost the same tp amount as other abilities. Life Surge becomes a cross class ability. Blood for blood damage increased is by 20% instead of 10%. Keen Flurry increases parry rate by 50%. Piercing Talons Potency is 220 and has the effect of 1 second silence. Rest of the abilities stay the same.
Archer
Archer's Guile Converts 25% damage you deal into HP. Additional effect MP Refresh 12 seconds. Cross class ability. Hawk Eye Hawk Eye increases dex by 15% and int by 15%. Guarantees that all attacks lands for 20 second.
Black Mage/ Thaumaturge
Surecast is getting a revamp. Sure cast now guarantees your spells will crit. If you want your attacks to hit, you use hawk eye.
Blizzard II It is now instant cast, recast time 12 seconds and deals 120 potency.
Double Cast New Ability. This spell does not work with flare or holy. It allows you to cast the same spell twice in a row without paying the cost of both, but the second cast potency is reduced by 30%.
Conjurer/white mage
Cure Cast time is reduced to 1.5, recast is reduced to 2, restores target's hp. Cure's potency is 400. Additional effects. Additional effect .Sanctify (Each stack of Sanctify gives the target 2% extra defence. The max stacks is 5 giving a 10% defence buff. If you use Physick you lose all stacks.
Water Instant cast. Deals 80 potency damage, has a 30 second recast time. Additional effect. Reduces the enemy's damage by 10% for 8 seconds.
Water II Instant cast. Deals 120 potency damage, has a 120 seconds recast time. Additional effect. Reduces enemy's damage by 20% for 8 seconds per each enemy it hits. (crossclass ability) beautiful on paladin
Water III Deals 150 potency. Instant cast. Additional effect. Restores mp to 100% of the damage you deal. This has a 240 second recast time.
Archanist/Summoner/Scholar Physick Cast time is reduced to 1.5, recast is reduced to 2, restores target's hp. Psyheal's potency is 400. Additional effects. Additional effect. Wall (Each stack of Wall gives the target 2% extra magic defence. The max stacks is 5 giving a 10% magic defence buff. If you use cure you lose all stacks.
Energy Drain. No longer requires aether flow. It has a recast time of 30 seconds and you actually get 50% of the damage you deal as healing and mp. Currently it does not do that. and becomes a crossclass ability
Virus Is no longer a cross class ability. It has been taken away for other dps classes to use. this is well needed change cause when you have 4 other classes can use weaker version of virus. you can't get yours in
Resurrection Instant cast spell, but has a 240 second cool down. When you resurrect someone with this spell they keep all the buffs they had when they died and are resurrect at 50/50 hp/mp and tp and isn't effected by res sickness. The reason for this change is that it makes raise a good choice for a scholar to have while this is on cooldown so you can actually use both rezzes. without leaving the question in why do we have raise in crossclass ability makes no sense. with this it does
Physick II Heals for 650 Potency. Has a massive mp cost. Additional effect. Gives a tp refresh. aka Goad (only reason you ever use this ability is give someone gaod)
Summoner abilities. You gain Ramuh, leviathan and shiva but they replace Ifrit, Titan and Guruda. These are the final tier summons and hence the abilities on these summons have same abilitys they normally do but they are stronger
Scholar Gains another healing like pet so you can have a max of three different types of healing pets. This one however, focusses on total healing with damage prevention like being able to cast blink on a target with a decent cooldown which will let them gain the ability to absorb damage equal to the amount they heal. also is able to give Scholar "Refresh" watch is nice for long fights
Shadowflare Envelops a designated area with magic shadows dealing over 300 potency on impact and with a additional damage over time effect 25 potency for 30 seconds 5% slow