When you think about it was also predecented on the game design itself, the game. I remember some people wanted horizontal gear progression and set bonuses like in XI only for that to never happen, and the dungeons became linear as early as 2.2. Would make sense that this kind of design was extended to the Jobs, in fact I think the diversity of BLU was a large factor in being a Limited Job beyond the usual gimmick associated with it, and development constraints.