So, here's the obligatory thread for those who would like balance and functionality among all tanks, but do not believe such requires that they also be so highly homogeneous.

Note that you're free to talk about just one tank, or any number of them.

But, if they previously faced, in your opinion, excessive overlap with another tank (e.g. Delirium - Inner Release), please note how the job in question would be differed from its overlapping job if those new differences would not be obvious from what you've done to the job in question alone.

To be clear, this isn't just about making jobs different from each other. If they don't become more "DRK-like" or "WAR-like", etc., in the process of differentiation, then we've wasted a significant opportunity. The goal is to make cohesive and compelling kits, working around central themes (which may be far more than just a couple mechanics).

Last note: If you find some system or mechanic that's just clearly and significantly superior for fluidity, depth, functionality, or whatnot, don't be afraid to use it on multiple tanks. All our base systems are similarly shared between all jobs, after all. If, say, giving an effect based on gauge consumed happens to feel right on every job, go for it. But differentiate how that plays into the feel of each tank -- e.g. what capacities, needs, or priorities it highlights, or how it fits into the buttonflow or macrorotation of the job.

Alright. Have at it. I'll post my own thoughts at a later time.