Quote Originally Posted by northernsky View Post
Was just about to type something similar, but less comprehensive...

In short, keep TP, but balance the means to gain TP among classes/jobs to diversify the gameplay. Here I say balance, because it's not a revamp, more like adjusting a few parameters.
Examples:
PLD: 50% less tp gained from damage given, 100% more TP from damage taken
DRG: TP bonus on crits
MNK: TP gained on evades + TP bonus on reflex skills
WHM: Slow and continuous TP gain proportional to healing over time in the party, fix TP gains from curing a status effect
BLM: Slow and continuous TP gain from DOT, fix gains from enfeebling effects
I think I like this more. Different ways to generate TP. Similar to how Limit Break gauge was filled in FF10, different styles.