There's one thing that really bugs me about limit breaks, and it's that I never have a reason to use the tank limit breaks.
Melee Limit Breaks are best for hitting a boss hard.
Ranged and Caster Limit Breaks are used when the melee forget to, or when large groups of adds need to die.
Healer Limit Breaks are a patch-up for the group, but I only see the LB3 version of this, so apparently it's only good with a raise attached.
Tanks... we never get to use ours.
Should this change? Should we be demanding mechanics that require us to blow the Limit Break gauge to protect from a skill that would otherwise wipe the party? I really want to see these come to use, but I also worry that it'll be to the detriment of endgame content as a whole. DPS limit breaks help get through enrage timers for lategame raids, would it be fair to force groups to conserve it for a specific mechanic? At the moment, limit breaks basically just bonus damage, but if there's a mechanic that specifically required it...
I don't know. Can I get some other opinions on whether Tank LBs should be made viable?