Quote Originally Posted by Aurikai View Post
I'd rather have talents, or if possible multiple sub specializations like WoW with adjustable talents for each.
This seems about the least efficient way to provide a sense of meaningful choice. It creates exponentially harder balancing, all for the least palpable impact on the breadth of aesthetic and playstyle choice provided for the effort spent even on initial ideation, let alone actual balancing.

Sub-jobs, perhaps a few integral traits, and/or allowing every job to mix-and-match different primary attributes (a MND-heavy MNK being a half-Healer, for instance) to serve different role purposes (rather than each just being a role template first and a job second) are about the limit for efficient outcomes from offering additional choices outside of combat itself (e.g., in gravitating towards one playflow choice or end of a gamble over another, by habit, even if there may technically be a best answer that'd generate up to a couple percent more throughput).