I think there are 3 things that could increase satisfaction while leveling:
1. Identity: Tanks should have an "identity" that happens 15+ regardless. This shouldn't make them "better" or "worse" than another tank. It should be the reason you "love" or "hate" a certain tank due to playstyle. Would be nice to see jobs vs class happen at 15 (or remove outdated feature entirely).

2. Required Features: Each tank should get tools to do the same things required of a tank without disrupting their "Identity". Should have some of this 15+. Some examples are AoE pull (to stop healer's regen pulling hate), damage mitigation and AoE combos (preferably by first dungeon so you don't spam 1 button for larger pulls).

3. Consistency: If you are level 89 and you queue for leveling roulette and get Satasha (level 15) you shouldn't get bored because you just spam 1/2 for bosses and the same AoE for large pulls. Alternatively could make lvl 15-30 dungeons like Trusts to teach you mechanics and balance jobs to 30 for leveling roulette.

Paladin: I'd like to see PLD get healing before 58. A weaker heal that upgrades to Clemency would be fine. Healing others isn't a required feature as you take most of the damage anyway. Paladin having options to heal others so the healer can DPS is a good identity I think. It means PLD can have lower damage without risking viability.

Warrior: Berserk gives warrior a good identity early on, but not much to use it on until 26 Storm's Path (400)/54 Fell Cleave (460). I'm not a fan of Overpower's AoE fan vs circle radius (which is the reason PLD is 90 for me and WAR is 60), but that seems more like personal preference. Would be nice to see mitigation/self heal/things to use with Berserk earlier to help with consistency.

Dark Knight: I would like to see Flood of Darkness/Edge of Darkness as MP uses earlier on. Would make Siphon Strike at 2 (no way to spend MP) make more sense. At 80 DRK takes a hard left turn "Living Shadow" which turned me off from DRK. I like the idea though of MP consumption to use in between Global Cooldowns (GC) as an identity. Would be nice to have a mini version of "The Blackest Night" that is less punishing earlier on to help with consistency.

Gunbreaker: Only job that gets Cure and Barrier on 2nd WS (Brutal Shell), but then cartridges are used for damage later on. I'd like to see some way to spend cartridges off GC to add some potential to weave in between GC to solidify damage identity or use cartridges to add a Regen/Barrier to allow them to mitigate more when needed and use that as an identity. At the moment they feel "Jack of All Trades Master of None" sort of identity which is maybe fine in itself as well.

What are your thoughts on it?