Trying to come up with 6 different effects that are different yet also equal in value is realistically impossible. What’s annoying about separating buffs based on damage type is that they’re not always applicable. Physical cards are dead to AST while they solo, and we regularly encounter 4-man roulettes, and even sometimes 8-man roulettes that give you an all melee or all ranged DPS comp. While the concept of physical vs magical I think sounds cool, it’s really awkward in practice because we only have 3 magical DPS jobs in contrast to the 9 physical ones.

One thing you could do…

Make Lord of Crowns into an AoE buff that makes all damage physical, and Lady makes all damage magical, like those Bozja lost actions, and have whichever draw based on the last card you played, which creates a sort of fun theme of cheating fate by bending the rules based on your RNG results, but it’s also just another way to bend over backwards to make the cards work when just having 1 button that just applies a flat damage buff makes so much more sense than 6 different shades of the same thing and bloating a kit full of tools to try and justify a clunky system.

I’m not saying I want that outcome, but trying to make all cards equal DPS buffs is just going to result in the same flaws, I believe. The system needs a more critical overview to feel like it’s worth having