Yeah just like when they took out ability queue and then announced they will get it again in the next patch. It was the same with the stamina bar, which was in game since beta but they removed, oh and physical levels, and the object colisions that made it tiring to move in some areas, and the insane low mp cost of spells that made leveling in party "spam cure aoe mode", and the broken way to level up based on the actions you perfom in combat, and the party size...
Yeah once something is in the game they never change it again... they don't code it, they sculpt it in stone, recover it with solid steel and toss it into the sea to never be toucher again...
Man really, stop trying to turn this post into a negative one. The changes are that.. changes... they are meant to CHANGE stuff into the game, we can only hope it is for better. If something is broken/terribly bad they will fix it and that's it.
I've read ALL the pages of this post (yeah... it was a long time) and the only thing I read was your constant QQ while ppl pointed straight FACTS to your face to explain you in a somewhat polite manner that you shouldn't jump so fast to conclusions. Yet what do you do, repeat the same stuff again and again, making even some of the ppl who were enjoying the post to leave, tired of your negativity. Some of the changes may be good, other may be terrible, it's impossible to say yet, since we lack the list of the passive skills and the numbers/potency of the spells listed.
For example you say the classes has lost its potential as soloers... well how do you know that? Normaly the damaging abilities/spells of classes/jobs are balanced to do somewhat good damage to endgame stuff. If you use that same ability/spell to a mob of your level, or 2-3 levels above you normaly you utterly destroy him. Also jobs aren't meant to solo, classes are, and they have slots for cross-class skills, some ppl said that those skills are gimped... well they WERE before, what do you know now? the gild points skills dissapear after this patch, meaning the "affinity" attribute of cross-class skills can't be raised like we are doing now with a passive skill, how do u know they aren't going to boost the performance of these cross-class skills?
Well this post was long enough, sry about that. What I mean to say is:
Calm down, wait to try the changes for yourself, then if something is wrong open a post to discuss it. That's the most valid feedback you could give to the developers ^^.