Quote Originally Posted by Gemina View Post
What players like the one you quoted are pointing out, is that they would prefer for those lines to not be blurred further. Can you comprehend that?
Can you comprehend that existing gear design picks up those lines and plays jump-rope with them? (Have you ever not automatically defended the status quo in any discussion in this game?)

Not just glamour gear, either. Caster and healer gear are usually just recolors of each other in any given dungeon/raid/tome set. Fending/Maiming is another frequent pairing, as is Striking/Scouting. And for Crystarium gear, Striking and Healing shared a gear model. "Job Identity" doesn't mean much when gear models are routinely shared across roles.

How does it hurt your enjoyment of the game if somebody else is able to glam armor onto their caster/healer? How, when it comes to cosmetics, can more options ever be a bad thing?

Quote Originally Posted by Gemina View Post
A lot of gear remains locked to save time. It has nothing to do with retaining identity, and that shouldn't need to be spelled out. Unfortunately, it enters the echo chamber, and when it gets repeated enough, people just go with it.

They place restrictions on the gear so they don't have to program the numbers for every role, for every piece of gear in the game. That would be a freakin nightmare.
First, YoshiderP is on the record explicitly saying that "job identity" is the reason he doesn't want to ease glamour restrictions.

As for the rest...tell me you aren't a programmer without saying, "I'm not a programmer."

Adding restrictions is what requires additional code. It would be simpler to just have the glamour process not bother to check equippability at all. Enforcing the existing restrictions means the game has to check your job and level against the gear requirements.

Removing most restrictions would not require "programming the numbers" for every role and piece of gear. (Even if it somehow did, it would take literally one line of SQL to remove restrictions on all gear.) It would require having one developer spend an hour wrapping the equippability check inside an if() block that checks if the gear is equippable by only one job. That catches weapons and AF gear (because all AF gear is equippable by only one job), and passes everything else through. (The actual coding would take 5-10 minutes. The rest of the hour is for dev testing and code reviews.)