AST of old faced an impossible to solve problem. A series of highly situational buffs coupled with one always useful buff and tied to random chance.
There were three solutions possible here:
- Make them all do the useful buff and remove the situationals.
- Remove the always useful buff and leave the situationals. If the useful buff is desired out it into a non-random skill.
- Leave the cards but remove the random.
All of the old cards were actually good useful buffs. But 99% of the time only 1 of them was useful, and the others were vital at key moments but you had no ability to ensure having it when needed.
You don’t need an MP refresh or a buff to crit chance until you MEED it and then you really need it (the crit buff for instance, to squeak past an enrage timer on a progression raid in that first week when you just barely have it... that happens, and when it dies your a super hero if it was you that got your group over the line. But that’s a rare moment...)
Of the three ideas I noted, they chose the first; probably the worst possible choice for job flavor but best for matching how players adapted to the older broken system. I think the second fits the job flavor the best, and the third is lore violating but the most useful.