I decided I'd give a few days of playing before I'd give my feedback on the job.

The job appeals to my 'job fantasy' of BLU, I am a lover of BLU across FF's and is my best geared and best levelled/skilled job on FFXI. I like the idea that they've broken the FFXIV job mould to bring something that can satisfy the job fantasy. Love the concept, love the story, love the lore.

I think SE were smart. They've added two jobs that are jack of all trades that people have strong opinions about, a risky move where there's people not happy about it regardless of what they do. RDM got the FFXIV job treatment, it flows really well and works well with the game's mechanics, but cannot be a jack of all trades because of how the game works. In BLU, however, they've gone the other way.
I get this may work to the disappointment of Blue Mage fans who wanted a FFXIV version of it. Beyond that, both sides got something.

It seems limited ATM, but if people wanted content to do once completing MC, put up some PF for old content synced, could be fun. But I think there's potential for this and think there are things SE might need to do to make this work in future updates, I have suggestions that aren't going to be game breaking.
  • Limited Job Roulettes - Level 50, Trials, Raid/EX - give Mendacity/Genesis/other tomes. It gives an alternative option to the tomestone grind (if for balance sake, let them share a timer with their non-limited equivalent, so if you've done Trials roulette, you don't get the reward for Limited Job Trials). It also makes content for BLU/Other Limited Jobs in the future more accessible (to accommodate that people tend to DF rather than PF). Also it helps revitalise old content.
  • A 'non-limited' version of the job. If you look at the potencies and accuracies of BLU's toolkit, in terms of DPS they're not that special. You'd only need to disable anything game breaking (1000 needles at a certain level, Doom, Missile etc.) - maybe allow them to be a tank as their DPS would be low with the current potencies and the fact they only have 1 healing spell. We don't have a mage tank yet and they have the tools available for it. Whilst I get we have high potency spells, but they're not that sustainable, Level 5 Petrify -> Drill Cannons gives 420 and Ram's Voice (with deep freeze) -> Dragon's Voice gives 310, they require the enemy doesn't resist or in the case of petrify that it hits (it only takes 2 misses and the enemy resists it after that) - so the higher potency stuff is not sustained. Versus RDM with their 270/310 Ver spells that can be dual cast. The 420 of Fleche and so on. All skills 50 & below for RDM. They do this, they could also do limited job versions of other stuff like SMN.
  • Drop the idea of them being a 'solo' job. We have to group together to get our spells and we're not that superior at soloing stuff.
  • Allow Masked Carnivale to give Mendacity - allied seals and poetics are a bit niche.