Having both a Class and Job system creates unnecessary complexity. And complex does not necessarily mean better.
Try explaining to a newcomer how the class-job system works, in terms of cross-class action restrictions, gear restrictions, class restrictions, level prerequisites etc..
It can be done, to be sure, but you begin to realise that it is not a very elegant system.
I understand that some people like the option to fall back to their class, so they can access things like Raise, Cure, Sentinel, etc. But to be honest, it feels more like a crutch than anything. If the only reason people want classes still is to have these sorts of survival abilities for situational encounters or for soloing, then the problem is more to do with how the job is designed and not the lack of classes.
All jobs should be designed with some solo sustainability baked into their skill set. It should not have to be borrowed from another job. Likewise, an encounter should not be balanced in such a way that X and Y spell are required or make an encounter trivial.
By abolishing the Class system, you make the system a lot more clear-cut. You can give the jobs more identity and flexibility because you are not weighed down by having to make the job conform to the class. Just say you want to add Summoner, Thief, Samurai, Ninja, Musketeer Jobs to the game. You are forced to either create a whole new class to make them fit into the world's lore. Or attach them onto existing Classes. Creating even more complexity.
If you were to add a new Job to an existing class E.g. ARC can become a RNG or BRD. This means that you are essentially creating little extra content for a high production cost. Let me explain. Using the "Archer can become a Ranger or Bard" example. You would need to create job specific gear, quests, abilities (as you would have to do either way), but for those that already have ARC to 50, they would essentially be given 2-3 hours worth of extra content? By abolishing classes, it means that sure you would have to create more abilities and more weapon assets, but it would ultimately mean players are getting content equal to the time it takes to level up from 1-50 plus all the previously mentioned content. Some people say that leveling up is not considered content, but I disagree. I have always enjoyed leveling up in FF games. I know a few people who said that they wanted to leave all their characters at 30 for 1.21 so that they could experience leveling up to 50 as the job, and not the class.
Abolishing Jobs also solves the issue of Class/Jobs for DoH and DoL. Since all DoL and DoH could just be transitioned over to Jobs, and they could just then add additional DoL and DoH as they saw fit. Not being forced to feel as though they had to create "Angler" or "Master Tailor" just for the sake of giving all classes Jobs.
		
		
			
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