I want the jobs to be fun and I want them to be powerful, however I don't want them to require everyone to suffer weird timers and wonky buffs.
Idk I like some homogenous nature in our jobs bc all ranged should have freedom of movement, all casters should be powerful and sling spells, all melee should be formidable, all tanks should be reliable, and all healers should be interesting.
This is done best by having certain 123s that every general job has like heslers have a single heal, aoe heal, attack, and dot with a raise. That is fine. Its what comes after that is what can make them more interesting, like old scholar with shadowflare or aero 3 and aero 2 comboed from whm. They were removed though bc they shifted power from the other healers to them via dps/buffs.
Astro had a unique effect for each card and the damage, mp, crit, skill speed, and defense cards were all amazingly reliable and fun to use! It was also harder to handle so they took jt away. I always considered that to be a needless change but the current system is also useful so I have to pine for the past.
My point is that things can be interesting with some homogenization but the jobs still need to be fun and different or it wont be good for the game overall.