Yes, but I'm also of the mind that equipping skills that aren't suited to your job should make them either unusable or incur penalties. They already do this for some skills (non casters can't AOE, using a slash skill with a thrust weapon is weaker than on a slash weapon with the same numbers).
In my system Equipping Skills not native nets you no bonus and there is a higher slot cost to equip them. If like I said the bonus is the introduction of stats when you equip a skill (IE Equipping Cure while Job is White Mage gives you a bonus to MND and MP) then equipping non synergy skills grants you no bonus and you use it at your detriment.


Quote Originally Posted by Chibino View Post
lol i find this funny because if you look at FF jobs fusilier, flintlock & cannoneer from the FF tactics series they had a magic gunner types which magic infused bullets that would do cure+regen (sounds familiar?) or status effects like protect's +def or stoneskin. even in sleep and confusion, these job was among my favorite jobs with in any of the FF series. it is like how i wish FF 11 red mage was a range melee like guns.
Correct