Though the jobs may be intended to inherit the class's philosophy in fighting, by now that "philosophy" is roughly homogeneous for every class that any unique interest is mostly delayed until the job level.
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Fast Blade, Heavy Swing, Heavy Shot, True Thrust...
I.e. You get one basic attack that functions in the exact same situations and with the same advantages as everyone else's.
Skullplitter, Savage Blade, Heavy Thrust, Concussive Blow...
You get another ability that you will probably only every use in a combo. Works basically the same as everyone else's. Class niche enforced through bonuses (for better or worse) -- increased enmity, increased damage, stun, disarm.
Next, all melees, grab one ability to be used from a random direction requiring you to move from wherever you're likely to be. This will also work in about the same manner as everyone else's.
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Though differing in stats and advantages in certain conditions, the classes are well off from carrying any distinct combat mindset. The sad thing is that it existed better before: Lancers functioned as debilitators and linear cannons, with their own preferences on how they wanted their enemies to be lined up, escape paths, etc. The same was mostly true for Archers, moving between artillery and conical attacks based on threat, with their own deadzone both in general and in Arrow Helix. An archer paired with a lancer would work differently than an Archer paired with a Gladiator, not just in the statistical components of their combination, but actively changing the strategy of at least one of the players.
My first reason for loving this game was probably the Lancer's Skewer ability, and just how distinctly "Lancer" it felt. There's hardly one ability until past the point where one can become a Dragoon (even if continuing in Lancer) that gives a distinctive class feel. Granted, that's going to be a subjectively-based opinion; we are talking about a feeling, which is just about as vague as a philosophy.
I don't mean to rant about past patches--I'd agree that they were far from perfect as well--but the point is that the jobs are short a good portion of their mentioned 'inheritance.' Compared to the jobs, the classes feel lifeless, which leaves one with the obvious question of 'improve the part in need' (re-invigorate the classes) or 'improve the situation' (compromise, and make a more practical construction between classes and jobs).
As is probably obvious, I'd like the prior. I'd rather see both types feel distinct and original. But without that, the armory system feels more like a failed concept than a game's point of originality.