Indeed, and it was a terrible approach between inventory bloat created by "situational" gear and encouraging jobism. The bad needs to not be in this game, and those two are first on that list.
In a game where you have more than one class/job, designing things to exclude some of the jobs/classes is a bad idea. People are bound to get mad about it. Now why you want to see something that is bound to anger someone exist is beyond me.The same thing pretty much applies here. Not every class is the best at everything, and there's nothing wrong with that. Just because *you* personally don't like something, doesn't automatically make it badly designed or mean everyone else has a problem with it.
More like you're putting too much stock in elements that are detriments to gameplay. Going back to my example of the guy that likes playing DRG, he has every right to attend every event as DRG and kill bosses as DRG if he likes the job enough. Design and class dynamics should never force him to change to another class/job midway just because it's better/more efficient/less gimp/whathaveyou. Contrary to your attempted argument earlier, making a job useless for events or bosses puts the existence of that very job in question. It also reduces said class/job to fluff. This is the garbage we saw in FFXI where WAR, NIN, MNK, SAM and DRK were the tier 1 jobs and everyone else was just not event worthy. Abyssea made it worse when all red procs could be covered by WAR and NIN."Whatever class I'm playing, it has to be the best for everything and I will complain if it's not!"
Strengths and weaknesses define each class and make each class unique in more ways than just the visual effect that goes off when you click a button. If you can't accept this, than MMORPGs, or even any RPG pretty much, isn't for you.