The reason I say it's a crutch is because experienced players tend to act like reading the tooltips will teach a player how to play their role to a competent degree. They don't and a lot of the issues players have are baked into the games design.
For example, just off the top of my head:
- Do not teach a tank to mitigate or pull
- That red skills can be interrupted and yellow skills cannot; despite it being completely unintuitive.
- Do not teach healers which debuffs can and cannot be cleansed
- Do not teach you the optimal pre-pull buff order, or when you should ideally use your buffs.
- Do not teach healers which healing spells they should be using, and in some cases encourage them into bad habits.
- Ninjas mundra combos are buried away in the Actions and Skills panel
- For some weird reason LB is not defaulted onto the hot bar like other important skills
- The LB tooltip gives a vague description for each role
- They give a vague indicator for rotations, but there isn't a clear explanation. Hell, we just use certain rotations because in Icy Veins and Wesk Alber we trust.
- Tooltips do not teach battle mechanics, we tend to learn those through trial and error, being told, or watching guides. Nobody can be good at their job until they have the mechanics for individual battles down, and at times mechanics can be so abstract there is no wonder people struggle with them.
^ This is the problem, the game does a lacklustre job of teaching new players how to play the game. The job quests should actively be teaching players the fundamentals of their jobs, what their rotations should look like, tiered skills should upgrade and downgrade based on level/level cap, and teach the kind of mechanics that players are going to encounter in the content ahead.we need better teaching resources.
Furthermore, I think the speed in jobs can level is a problem. I've discussed before how I played SMN to about around lv60, unlocked Scholar and rolled into around lv60 content... it made learning Scholar much harder than it needed to be.
When I unlocked PLD I went from Lv16 to 52 in 7 dungeons. That is nowhere near enough time for someone who has never tanked before to learn how to tank. This is on a pref. server, but still.
It's here where a job specific sprout icon could come in useful, especially if it grew based on how much content they'd have completed on that job.