Alright, so since it's coming up a lot how about trying to find another way to tax jobs that have a raise or other advantages.

Unlike jobs with support, of which the gain of their buffs are easier to quantify. It's harder to really judge how much is provided by some jobs other advantages and thus balance them more fairly.

Like every mmos have shown, the jobs providing the higher dps to a party will always be favored in the end. And there's an obvious reasoning behind it. Sure the advantages of some jobs might make an encounter easier, but at the end of the day it's just a convenience that can be ignored with a good enough group, in that sense people will always ask people to step up their game rather than go a slower/safer route.
Because on the other hand, more dps will always be useful, unlike advantages that will be more situational.

For example, even if you don't have to raise during a fight, then you're still paying the dps tax for having a raise.

Same deal for the jobs with mobility. If you can arrange for a blm to move as little as possible and for melees to keep in range, they'll get a higher dps reward for it, but ranged were never given that option to have to do something extra for more dps.

Which bring me to my point, wouldn't it be easier to balance and quantify the gain from advantages of a job, by shifting the tax.

I offered that example in anothe topic but they could make it so ranged dps have to keep being at a certain range from their target to do maximum damage and bring their dps to the level of melees. Having them being not too far or too close to their target would be a decent trade off to the positionnal and close proximity requirements of melees.

For the raise instead on taxing people for having it, tax them for using it. Either by applying a damage debuff on the caster raising someone or by making it cost 5000mp or making the dps' raise impossible to instant cast even with swiftcast.
That way it's there if they have to use it but don't get punished just for having it.