Would it be possible to implement a system that collects data from all encounters and changes the base damage of the Job automatically everyday differently for each relevant duty?
For now, I see that FFlogs is used by the players to judge if a Job has unbalanced numbers. Isn't this process the same for every time a Job Balance patch is implemented? And if it's always the same... Program it!
By adding a Trait (or invisible trait) to every Job that has a variable number that adds or subtract primary stats (INT/STR...) based on the data collected for each encounter, the dev team could put their time into other things and only focus on balancing Job internal potencies.
It would surely take time. But once it's done, it would be rewarding for everyone.
@Edit: Let's say the maximum potency per second BLM do is 100, and SAM is 99. This is the maximum these two Jobs will ever do on it's own.
Now, let's say Eden Savage every BLM still do a max of 100, but every SAM is doing a max of 96 because of the encounter design. The Auto balance system would buff SAM in order to reach 99 potency per second.
That's it. The success of this system entirely depends o how SE will program the data collection of it. Just by looking at FFlogs we can see that every encounter has different Job rankings, and this is because of the encounter design.
This can even be a not automatic system. But SE still needs to implement this feature to adjust inbalance of encounters between Jobs.
Disclaimer: Obviously, it is my humble example of implementation, and I'm aware of the level of spaghetti code FFXIV has. But even with spaghetti code FFXIV has some of the best systems of any MMO, and this could be another one. Since the game tend to follow the same formula for everything combat-wise, this system is imaginable, and I believe if anyone can imagine it, it can to be programmed.
Let's discuss.