white mage glitch is obvious

several melee classes have far too much sustain and anti-cc built in for the very high damage output they do

red mage is just overtuned in general for how safe and easy it is

and the lowest tier jobs like paladin/dark knight/gunbreaker/bard/black mage/etc probably need something added... not necessarily more damage but something to stand out. Like how warrior is kind of crap damage like all the tanks but the CC enables team mates to wreck which is probably actually a good interaction. Just makes them seem OP since tanks get a reserved spot and compared to the competition it's a lot

I also feel like raising should be on a res wave type of deal. The way it is now with the countdown followed by a long black screen followed by a long raising up animation is a LOT for how fast paced it it. If you have a red mage on your team and get a chance watch how long their light/dark aura is just sitting there after the countdown ends before they actually show up. It's kind of nuts