I very much do not like the current state and degree of homogenization that is occurring. I understand that this will always happen to some degree for balancing reasons, ease of future changes, etc., but I believe it is starting to mess with the identity of jobs and the unique aspects that make them (or made them) fun to play- and has gotten to the point in which whenever they announce job changes, my first reaction is concern as to whether or not I will continue to find the job fun to play in the future. Kaiten's removal gutted the feel of samurai for me, Monk's Riddle of Earth changes turned what was originally a unique and interesting ability into a vapid mitigation, Summoner doesn't feel complete, and Paladin's recent changes feel like a glove that doesn't fit the hand. These aspects are just simply my opinion, and perhaps it is too negative- but there is definitely a theme between them all that causes me to feel that way.

Personally, I always prefer more complex jobs and rotations to jobs that are simpler. I understand wanting either however, and I think the best possible direction that Square could go to please both audiences would be to introduce jobs and job changes that create high skill ceilings- while also having a general rotation or flow that people can pick up on intuitively. Those who enjoy optimizing their job and rotation can really push the job to its limits and be rewarded for it- and those who would just like to pick up and play a job can do so with little issue. This is obviously easier said than done, but I believe that would be a good general direction to aim for if they desired to simultaneously cater to both sides of the player base.