The job itself is fun and of course I played FF8 so it feels just as he tried to make it similar to pressing triggers after attacks.
I think my main gripes are how the job's mitigations make... very little sense.
Camouflage is an obvious one given how crap parry is and the 10% mitigation to it. I'd rather they turn it into a "Receive 15% of damage taken as health" and then allow Heart of Stone to share the effect over to a party member by diverting the health you receive to that person instead. Making it a decent self mitigation but also a flexible party member mitigation.
Brutal Shell's upgrade feels... insignificant. I'd rater they just make it a shield alone that's based on the damage you dealt for the hit or they should raise the cure potency. Doesn't feel worth worrying about for Heart of Stone on someone either and likely will be gone from a basic auto attack before you can even apply it to someone else.
Heart of Light suffers the same issue as DRK. Magic damage reduction only. It's niche, a large one yes, but considering how we rarely know what attacks are magic anymore in this game(with Shinryu's magic green balls being physical for example), it seems weird to give us this when we can only assume what'll be magic. Would be better off if the made it similar to WAR's ability and made it a "sacrifice your buffs and give to the party" type deal. In GNB's case, it works better since Brutal Shell is an easy one to pop being the 2nd hit of our combo anyways. That or just make it more noticeable mitigation or general mitigation.
Aurora feels like it's such a small dot that the "mitigation" part of it feels... not there? I feel as though it'd benefit from being similar to a sustain potion you'd find in PoTD but not as potent. Maybe instead of 18 seconds, make it 9 seconds and increase the cure potency to a much larger amount so the increments you receive are actually somewhat noticeable. The duration and potency is still up to debate but right now it definitely feels like a useless HoT. Healer's have this make sense by having it to top someone off for little cost on their part, usually a dps or something that's not really taking enough to be worth it. We're a tank though, we need more than being "topped off" to be noticeable.
Superbolide being the last obvious one. It's a clear issue for having any instant high potency cure on you, let alone benediction and then dropping to 1 not knowing they were going to do that in the first place. They should let you drop to 1 but change it so you no longer take damage for 7 seconds. If the problem i that PLD is too strong, then let em nerf theirs a lil to even it out, but this at least solves the issue, keeps it viable, and somehwta keeps it unique because if you can't get healed high enough or at all in 7 seconds, you're dead.
Idk, thoughts? i'd like a little something for our mitigation to feel interesting or flexible. The Heart of Stone stuff sounds like it could be fun if they thought more about how to create synergy with the rest of the job using it. Nothing complicated, but something to go "oh here, I can do this for you... or for me.".