The ironic thing in this is that they had more diversity in function early on. T1 and T2 had interrupts required. T5 had an add you wanted to stun, heavy and disease. T7 had one you wanted to disease or bind.

These design choices were drifted away from because some jobs could not adequately fill these roles, yet these actions are still part of some role toolkits because they wanted to make sure everyone could do them.

Often their job design and battle design teams seem to try and solve the same problems working from opposite ends. When their efforts are taken in concert, they overcorrect so that the mechanic they were tweaking erodes from the game completely.

I understand them not wanting to go down that path to make the jobs diverse again, though, because they don't want to impose artificial game design choices on the way a job feels to play, except when it comes to shields v pure healers