"If the actor is explicitly incapable, the act is unlikely to succeed."
Well, no shit. But if we're to limit discourse solely to what we think the devs could likely pull off, what constructive activities could ever be possible here?
So, any counter here that doesn't rely on purposely damning premises? There's not a suggested change that you've made, either, that wouldn't be equally damned by that premise, after all.
Your model excludes some aspects of available depth from some jobs and other aspects of available depth from other jobs -- i.e., treats those aspects as mutually exclusive, when they wouldn't need to be if you just allowed each kit greater depth/agency in total instead of insisting on an equally low or barely raised skill ceiling.
It's not that people would support your model if increasing healing requirements and having more involved downtime options weren't mutually exclusive. They are not mutually exclusive, and your model tends to get crap for treating them as if they were.
The basis of its form of magic as established in this game tends to focus on the lesser wheel / not-directly manifest magics. ACN destabilizes enemies' aether as to debilitate both their physical (Bio) and magical bodies (Miasma). From there, SMN instead channels their Egi for access to more directly manifest magics and for means of more immediate (though often less efficient) release (see old Ruin III operating alongside Ruin I; Fester, Painflare) while SCH focuses instead on the imbued Aetherpool itself, thereby able to effectively boil enemies alive through those aetheric excesses and disturbances (Broil) they created. This doesn't get carried out very well in the gameplay, but that doesn't mean the setup isn't/wasn't there.
And no, the devs almost certainly don't think that that identity is covered by a single, uninteractive DoT. But they also probably don't think about identity, period, at this point.



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