I wouldn't worry too much about nerfing of certain classes. Most of these new jobs as is are only marginally better than the original classes. Nerfing them would render the jobs pointless. How it works is probably using the original class as a starting point, then taking away the flexibilty of having access to all other class skills. Then with the remaining skills altering them to support more unique and role oriented purposes. But as I see it now for Paladin, they are worse off a tank than the Gladiator. So I can pretty much do better tanking as Gladiator than the Paladin with non-darklight gear.

My suggestion to SE is to stop worrying about putting boundaries on jobs and classes that make them limited. Having the feeling of being important and overpowered is a good thing for player enjoyment. For example, BLM should be doing insane dmg which may seem OP. But when a mob comes a knockin, the blm should die easily. On the opposite spectrum, dmg should be sucky for Paladin, but ae enmity, Hp and def should be his forte. Warrior can be diversified by having him generate enmity through dmg and WS instead. Or perhaps having abilites to tear hate away and reassign hate or something like that.