Quote Originally Posted by Ultimatecalibur View Post
The easy of optimization and high accessibility is due more to flawed fight design than flawed kit design. More complex kits would not really make fights harder to optimize nor make fights more engaging.
I disagree with this, limiting the strengths of jobs in certain aspects makes it so that a player has to work to overcome these limitations and ends up increasing the skill ceiling because of it.

- Melee jobs are limited by both their positional skills and their inability to stay in boss range 100% of the time, this causes people to greed GCD's and have to consider when to use their true north stacks as well as how to anticipate boss turning.
- Black mages have to know when they can pop their leylines so that they'll be in it 100% of the time while also working with keeping enochain up, their GCD rolling in moments of high movement, and how to manage their MP so they can toss out the most Fire
IV's under astral fire.
- Tanks used to have to manage their cooldowns and tank stance more smartly while watching their aggro meter, that way they could do the most damage possible while making themselves less of a burden to heal, and also not letting the boss start smacking the
dps.

Limitations to a job's strength are good, they make you have to play smartly, and making a job strong in one aspect and weak in another is what SE should aim to do with job design instead of making everything even across the board and eliminating any semblance of challenge when it comes to a job's kit.