Background: Just about finished the seasons exp to max, have done maybe 100+ casual matches (I have recorded them all). Main Job used (SAM) and I'm usually highest damage done and kills/assists. Last part added for showing my ability to use it mostly not for some type of ranking or boast.
My opinion: Amazing job ffxiv dev team. I never knew I could stop playing regular content and just play PvP straight lol. This mode appears to complete the game after all these iteration. This is because in my opinion, it has finally improved a mode which is suppose to offers realtime reaction and variable battle engagements. It is therefore the opposite of the often predictable main-game content.
Why is this good: because I have no idea what player A in match 255 is really going to do nor do I know there skill level. Heck I don't even know if they have (coincidentally lol) que'd onto the same team. But it doesn't matter because after reading over my job skills I realized that as a SAM I have a distinct 'playstyle' and an optimal rotation of various if this than do this or branches. After reading BLM I noticed it too has a 'playstyle' probably not very easily mastered but unique and I am actually excited to bring the pain after some practice runs.
After reading nearly all the job skills I think I understand how this was intended to go in battle. Learn your jobs optimal 'playstyle' or you will not be effective to the team. Learn your optimal rotation or you will hit like a feather. Fail to preform any of these especially without situational awareness and your chances of dying are high (you will not have good time). Guard (cancelled by any skill or ability) and purify as ogcds not only can be used to bait and confuse your opponent but requires good timing while doing everything else.
All in all even in casual matches this can be really jarring and difficult without spontaneous teamwork which I love and well... skill. Because for every time I here a job is op as a SAM, they were defeated even in 1v1. When I have fought other SAM they were defeated. I can count on my had how many times out of a hundred matches another SAM has deleted me with their LB. Meanwhile I have deleted an entire team with my LB. It's called mashing or tunnelling in some games of skill and you get punished. And in other times I just used the damage as a finisher.
But I have also been out played by very skilled 1v1 or the usual team coordinated offense. On there other hand some teams seemed to have a hard time dealing with one player lol the 1v3 or 1v4. Rare as these instances are they are rewarding and amazing to see. Again probably not fun to many others but an expression of the design of the mode overall.
Prevailing Tone says alot of jobs are broken or underperforming. I'll say do you know what it was designed to do and have you been able to do that well? Because the numbers on all the jobs a pretty basic and all you have to do is know that my 16k set up is this or my LB works best in this situation. So to avoid the same topics about complexity vs simple, weak vs op dps and lastly 'why can't I do what they can do' I'll say this, is it more of a I don't want to play like this with this role or I just want to do alot of dps? These are important honest questions to ask yourself. Because you're going to again have a bad time without awareness and the match matching like the PF means you need even more reaction and rotation understanding.
More importantly the matching means anything can happen but all this gets over shadowed if any of the players know or have all that has been mentioned so far (damage, awareness, and skill). If they as a WAR knows 'my job is to raise hell on the field not kill, they will likely get you killed. But more importantly I will immediately notice and try to focus you down because your a problem moreso than the supposed op SAM on their team lol. I think the chaos is Amazing and well thought out. If I had my way very little would change aside from bugs and not working as intended functions. The battles are quick and engaging for me and I haven't had this much fun in the game for a while because here I see alot of the job lore and flavor in the skills. So while we all want to have easier times playing our favorites and just don't want to get deleted let's not lose alot of this unique flavor that the main-content constrains for content reasons.
Lastly okay maybe some deminishing returns on crowd control.
So feel free to add your thoughts about my thoughts lol. I will say if it is going to become the same type of things already mentioned in the other threads, maybe you could elaborate more on the 'why' that job does what it does with those skills in a team setting. Perhaps consider the other factors I mentioned that contribute to the overall gameplay like awareness, knowing the simple yet branching combos to be effective, role style ( e.g tank as support /disruptor; reaper-debuffer etc.), or even reaction time. I think alot of work and thought has gone into this mode. It could not have been an easy task to turn this around (opinion). Moreso, they finally added a reward structure (suspiciously like a certain popular card game) that makes the time investment worth something (subjective). But the way it has been implemented, I'm just having alot of fun playing it than anything. I only collected the rewards after the fact. Again I am looking forward to trying all the jobs. Especially. before they make all the adjustments and hotfixes of worse dramatic job changes. For something that some might think is easy or a mini-game, PVP is kinda complex and competitive in a great way. Thanks Devs! working mostly as intended I hope.