Ok. Let me see if I have this right:

You have THM/BLM for Ranged Direct/AOE Damage.
CNJ/WHMs are for Healing and Protection Buffs
ARCs are for Movement Enfeebling (heavy, bind,blind)/Ranged Direct Damage and BRDs for Refresh/Enhancement Buffs

GLD/PLD and MRD/WAR for tanking. (GLD/PLD gets all the survivability and MRD/WAR gets all the Provokes/crowd control *pause* *shrug*)

and the PUG/MNK and LNC/DRG are for Melee Direct Damage ( Questions: 1. Can either of these match the damage of the ranged Direct Damage dealers? 2. Do either serve another purpose?)

If this is all correct then the following is wrong with the class/job system.

1. It is missing several vital aspects: Most notably concerning Enfeeblement, MP control, TP control, Damage over Time, and 3rd person Crowd Control (as in "Hit the Tank" and not "Hit Me").

2. The game is setting itself up so it does not need Melee. At all. It needs tanks, but without the elements above combined with the fact that ARCs, THMs and BLMs all outdamage LNC/DRG and PUG/MNK. Having Melee Direct Damage comes across more as an act of love/friendship/charity than any attempt at efficiency (not to mention more mobs/dungeons challenges seem designed to counter melees and not ranged attacks making them more likely to die than a BLM despite the lack of HP).

Before adding new classes and jobs, the current ones should be fixed.

Any suggestions?