There was nothing inherently RPG about any of the side-quests for your jobs. It all boiled down to each of them having their own story with scripted events and little to no decision-making, giving the player only two options to respond which in itself was largely irrelevant unless you cared about lore. I've heard some complaints in the past over players stating that they felt annoyed having to complete these side-quests to obtain critical skills in association with them. Of course it's always a shame when content gets shafted in favour of other design elements and resource allocation, but having done so happens for a reason which mostly goes far beyond our grasp of imagination.
We've either reached or are past the golden age of this game. It was far easier to write stories and program these little side-quests when the game had less jobs in the past with a small-sized population of players over the years. Now imagine what it's like when their deadlines become smaller and smaller. The developers have to make decisions on what content gets priority over what is expandable. In some cases, that can lead to the removal of said content due to time-constraints or simple resource allocation. Or in this case, the homogenization of job quests in favour of role-quests.
One very painstaking sign is when they introduced Viera in 5.0, which suffered from a lack of hairstyle options and headgear for technical reasons. They couldn't even get that right given where we are right now in the game's lifecycle. Now imagine what would inevitably happen if they decided to create more side-quests for their jobs. In all seriousness? I don't expect anything great. They are clearly understaffed and lack developers when they cannot even adress the most simple of issues people have been asking for 2 years which led to all kind of avoidances in live-letters and QA's.