Maybe a take, but I'm kind of okay with jobs being somewhat simple -- at a glance, BUT I do want them to have more moving parts, and job mechanics that afford surprising interactions between actions. I think RDM is a good example 'simple on the surface, but has a lot of moving parts.' Like on the surface it's just 'cast spells, get gauge to use on melee combo,' but that's not mentioning dual cast, that it's two gauges that need to be filled at roughly the same rate, wanting to maintain a slight imbalance between gauges to force spell procs, the random spell procs, its movement abilities requiring an enemy to target and one of them being a backflip. It's that easy to learn, but fun, and challenging to master that all jobs should aspire to. All jobs need good 'buts' in their design.