I'd rather the classes remain classes, rather than mirrored jobs, honestly. Ideally, I'd want the classes both to (1) hark back at their previous increased inherent versatility and (2) be aimed at content that could better make use of said versatility -- with, naturally, an increase in more open- or experimental-solution midcore combat content.

I'd be okay with the majority of Savage raid comps not bothering with those classes, just as I'd expect the majority of light party premades in the content classes are more aimed at to be at least half classes, rather than jobs. Raids draw only from a relatively small pool of available mechanics and complexity to retain their specific gameplay concept, and that's fine, so long as there's other combat content that can actually make use of the other possibilities, whether they involve fighting a densely-scripted pack of enemies, can reward kiting, may require use of friendly fire, bring considerable depth to the order by which you fight buff-dropping mini-bosses across an open-style dungeon delve, etc. I just want to see the pool of content opened up, rather than following this long-since stagnated rut alone for yet another few expansions.

Perhaps more importantly, though, I'd want any renegotiation of these classes/jobs to be about restoring identity and depth of play -- such that far less of each kit is owed, effectively, to templates shared across each entire role. I feel like classes as classes could better push towards that than just new jobs-that-share-exp-pools-at-least-until-the-point-at-which-they-split.