Except BLU currently has Maim and Mend V with the pattern suggesting getting a new Rank of Maim and Mend at levels 60, 70 and 80. This in combination with Off-Guard can grant BLU some pretty absurd scaling.
This would need balancing.
Okay. But how would you do that?
Currently, you can place any spell in any slot in the load out.
Which ones will you have access to when sync'd? What if someone hasn't put a usable collection of abilities in those slots?
It's still time taken. On top of the myriad of other things they'd need to be addressing.
Except many players and devs disagree. BLU has always been about learning from enemies. It would irk a lot of players if suddenly the learning mechanic from BLU was scrapped in favour of just shoving a bunch of totems down your throat.
You mean the same job quests that many people dislike doing? That they've tried to go away from in terms of locking abilities behind because of that fact?
Again, locking content behind job quests is not a reasonable answer. Many people don't like doing job quests. Even more so BLU job quests which, notably, 1-50 ones currently require 2 spells from dungeons (One is soloable at higher level, the other would require level 60+)
Not to mention, where are all these job quests going to go? Given we already have 1-50 worth of quests. Will BLU not be able to unlock more ability slots until level 50+?
But that doesn't answer the fact that your suggestion had the "Best BLU AoE spell" locked behind this totem that required you to learn several other AoE spells in order to access. How is that "Best BLU AoE spell" shown to be the best, in a way where people will put it onto their load out, instead of playing to one of the core design values of BLU which is the flexibility of your loadout.
Also, enhanced how? Remember, this will also then have to go through aforementioned balancing with M&M and Off-Guard and weapon damage/potency formulas.
Easily? No.
I can find answers for all of the questions, yes. But I'm aware that it wouldn't be easy to just up and implement all of these things, there's a lot of stuff to do in order to make BLU a real job, especially one that retains its uniqueness which is necessary to justify its inclusion in the game, if it didn't have the learning aspect then it wouldn't be BLU it'd be just BLM 2.0.
I personally feel that the work would be worth it in the end, but I'm not naive enough to think that this would be something they could crank out easily. There's a lot to consider. I mean, we haven't even scratched the surface of things such as job quests from, 50-80, job gear design at appropriate levels, relic weapons, ensuring all new abilities that would be added between levels 50-80 would be balanced and would enhance the job (I.e. Not just a ton of re-skinned copies of 130 potency spells) especially if you're suggesting having BiS skills coming from totems.
Where would spells like the aforementioned ones from EX Trials fit in? Would other Primals give abilities? Would they share CD's with the current ones or would there be new pairs? How would you get these new pairs which would become mandatory for the DPS rotation? Would there be any other spells from Dungeons/Trials/Raids? Would any of them be mandatory for optimal play? What about the leveling process and duties? Will there be spells from high level HW/SB/ShB enemies that would be mandatory for play? How would these be accessed in regards to someone at say, level 50 wanting to use the duty finder? Will there be any spells that are direct upgrades? How would these work when level sync'd, would you be stronger than another BLU in the party merely because you're level 70 and have a better spell when sync'd down to level 30 than say a level 50 BLU being sync'd down to level 30?
Will BLU have any additional traits? If so, what would they be?