What i think people wants, or some of them, but probably what i want. Is that content must remain meaningful by far longer.
People is sick of tomestones, raids divided in 4 tiers that by now are mere trials, the progress of itemization and the lack of customization or divergence. In it's constant persuit for perfect information and perfect balance, the devteam has taken away many of the fun stuff people plays. If were to put these philosophies on a line. FFXIV and WoW would represent the extreme itemization streamlining: It doesn't matter what you achieve, it will be irrelevant in less than 3 or 6 months at best. And then we have Guild Wars 2 for example, where it doesn't matter what you achieve, it will be relevant for all eternity (ok no: game changes actually do force people to move towards new META's and theorybuilding changes and progresses ever further).
I would like... This: Where X is the center. I want O.
FFXIV ---------------------O------------X------------------------------------- GW2.
Content longevity. DevTeam is releasing content basically dead on arrival or that goes into irrelevancy too soon. We have a literal graveyard of dead content. Content is either too grindy for it's reward relevancy to be tackled by most of the community, Either the rewards get better and last longer or the content gets simplier and faster to adquire dominate. Otherwise we have 3 grind months that last in relevancy 1 week.
And onto the BLU. Haven't played it, but i love how it forces the community to have discussions on game design. Though, there is a rule that must be generally followed when doing so: Wait for the content to be out. Unless is absolutely basic and really predictable content (like the bulk of FFXIV patches). I honestly belive the BLU represented a very hard difficulty for the DevTeam: Many wanted the BLU of the franchise, other's wanted a proper MMORPG class, and honestly BLU hardly works as a regular class, they are odd even by FF estandars (Ya loved them but at the same time honestly how many mained BLU mages? Yeah, most of you pervs had Quistis only cause the glasses, i see through yous!) so adding it to the game was gonna be hard, a class that used "relevant enemy attacks". Well, this game has way too many, so which ones, in what order to generate a proper rotation for DPS gameplay? Wait... What role is gonna have? BLU can do everything! Red Mage is simplier, is basically 2 types of magic and swords, got it. But Blue every skill is a diferent type of magic on itself. A tank? Impossible.
From there we can either, try to build it as a DPS, then we pick relevant skills leaving tons of stuff outside, so it starts to not feel so blue mage, feels more like a druid... without pet, is not blue mage anymore.
Or we can take him out of most of the regular content, create a scenario exclusively for it, taking him out of the vertical progression system and adding him to his exclusive, probably more horizontal progression and fully fledge him in it's main trait: Stealing Enemy Attacks and using them.
Any implementation would be divisive. And the "fix" of this topic would just make it's balancing hell, effectively adding 3 classes instead of one. No.
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If anything, i think the game is suffering the limitations of the trinity. And im glad it has finally hit that wall hard enough for people to start realising whats happening.
Our 3 roles do not account for FF diversity of classes and the constant persuit of a perfect information and perfect balance game has became impossible/wasteful. We need either hybrid classes or a fourth role, and i could have seen BLU being the first class of said role. Making it an optional role that replaces 1 DPS or even better: All content gets rebalanced (just up those HP bars or def stats by 25%) arround a 5 light and 10 full party: Support Role. Enfeeblers and Buffer specialists. Which would take several supportish skills from current Tank, Healer and DPS and would replace them in their rotation, with a DPS inferior to tanks and a bit higher than healers, they would be in charge of keeping most party wide buffs and have single target massive buffs or on the contrary debuffs. On this role you could perfectly add dancers, beast masters, oracles, many odd jobs from the series. They would be perfectly playable on regular content. And would free the other 3 roles to get even more fun ways to play, as to real healing combos or tanking combos, giving DPS skill slots for longer more interesting combos that might explore relevant ideas like true elemental affinities, retake the positioning relevancy of targets and whatnot.
But thats just daydreaming for me. And the resources needed, DevTeam probably doesn't have it.
Anyway, BLU is here for better or worse, it was a very difficult implementation -if not impossible- from the start on our game structure. And after 5 years, it's limitations are showing.