One thing I didn't get was why the immediate method of making classes unique was stipping them down to basics rather than adding something unique to them?
I think the way they could've done this was through *unique resource mechanics*. For example, instead of stripping cross class capabilities, include a mechanic specific to that class that substantially optimises that class's own skills when used effectively.
Perhaps an example of this could be Pug getting something like 'Focus' or whatever from performing combos and using skills that are native to Pug (but NOT other class skills), which it can then apply to other abilities to augment them (for example, they might be able to use a skill to activate the stored focus, and then the next Second Wind applies a strong regen and can be used on someone else) or perhaps it could be used as a resource to activate some skills like their elemental fist abilities.
If the mechanics were substantially different from one another and worked in other ways than TP and MP, they could be pretty great. As an aside, TP is a crap resource because it limits what you can do 90% of the time, I don't see why it's used globally across classes in this game.
Edit: The other benefit would be that classes could be broader to accompany more jobs being added to them in the future, in their present build THM is pretty much a weaker BLM, once they add the second wave of jobs to existing classes they'll feel shoehorned unless the basic skillset is changed a lot.
Edit2: What about class-unique buffs and auras to help convince people to bring others along? The downside I can see is that content would have to be balanced with them in mind if they are substantial, and it might push it the other way where only one of each class is invited.
What is it that makes this happen in FFXIV and not in other games so much? I guess the ease of class changing but I'm not sure how that can be avoided outside of swap timers or something, and that would suck.