Name: Mirage
Role: Flex (Yup, went there) [Alternatively, just DPS, I guess]
Gear: Scouting*
Weapon: Regalia, composed of a chain-blade, a magicked shawl, of sorts, that can stretch, reshape, etc., or even stand apart, and a bracelet that can expand and contract, hover in the air to focus mana or act as a mirror or portal. These together form the "Master", "Cloak", and "Ring". The uptime of each is wholly separate, except in combo skills (two or more parts of the regalia -- master, cloak, and/or ring -- working together), such that the Mirage's 'oGCDs' don't even have animation locks.
Appearance: Sort of a combination of DNC, AST, NIN, and RPR's, Mirage's gear is light and loose, clearly meant for to be unconstraining, but decorated with small beads and gems here and there, and a belt from which small mirrors appear to dangle. It would blend fairly well into the desert, but also looks vaguely regal.
Elements/Themes: Sand (and its adjacent themes in crystal, glass, sandstorms/wind, and time).
Idiosyncrasies: The Mirage uses Int, Dex, and Mind. Though it benefits most from Scouting gear, it may trade out its accessories to specialize towards physical attacks, the health and continuous effects of its illusions, or the strength of its offensive mirror skills and detonated illusions.
Gameplay: The Mirage works almost as a trio in itself, with each of its two weapons able to stand or act apart for a time, providing the telegraphs and set-up that help to keep an otherwise excessively versatile job in check. In PvP, it excels in stalling action and initiating or supporting ambushes. The Mirage is itself a physical attacker with slightly extended melee range, but through its cloak it is able to greatly extend that range and enhance its relative mobility or defense while its ring allows for MP-consuming more elaborate actions involving duplicating attacks through mirrors (with damage bonuses based on angular deviation, in place of typical positional bonuses), the summoning of illusions (who can be detonate themselves for damage after pursuing enemies within your line of sight or that of your regalia [think Ying from Paladins], and ranged attacks. The Mirage is, on the whole, something of a "gigabrain" skirmisher with a fluid net of weaponskill flows in place of rigid "combos", and a multi-pathing macrorotation formed out of combo attacks across two or more among Master, Cloak, and Ring that depends heavily on knowing where things will occur later; the Mirage therefore may perform worse than most in taking new ground rapidly, as it would have to set up in advance and has minimal stealth ability. Mirage cannot reach the personal damage of pure DPS, but it will often exceed their all-things-considered party-DPS contribution if the team is able to play well around its sustain and other utilities provided (none of which are mere direct increases to others' damage).