
Originally Posted by
Shurrikhan
In the dynamic-keys approach (as opposed to the removal of form limitations), you'd essentially be choosing to maintain flow vs. exploiting a particular combo (typically only situationally, to align Demolish or the like, or at specific moments in macro-rotation). For instance, perhaps you'd gain Gauge only from weaponskills that shift form, but some of the more unique features would be limited to "combos" (using the same form twice or more). For instance, if there's a movement phase coming up, from Raptor you might choose to use the Raptor skill in order to ready, say, Falcon's Crest, a targeted dash-kick (random example is random), which in turn allows for Karmic Wheel, a linear AoE flip-kick that can ignore knockbacks while in midair (and hits pretty hard). As such, it'd cost you GL to pull off, but it'd be worth it due to uptime thereby afforded or in that you'd be opening a CD (e.g., Internal Release) with a strong AoE.
After the "combo" is maxed out, it'd just turn back into the first Raptor->Raptor skill, which would absolutely not be worth wasting further GL on. This also gives an obvious lever for later additions to pull: get more levels, get longer available combos. And since those "combos" have to be used sparingly and always present at least 3 other options at any given time (or exponentially more pathways), they wouldn't just be the button bloat we're used to from Dragoon and the like.
Personally, this is my favored route, over the no-form-restrictions one, since it's both more button-efficient and more reminiscent of a fighter/brawler-type game, which seems a reason association for the job to have.