For a long time, players have asked the question of 'can we have some agency in our gameplay?', referring to their rotation or playstyle. Every Paladin uses the same rotation, you either 'do it right' or you 'do less damage'. The same is true for almost any job, only Healers get to break out of this (and not for good reasons, but because they don't 'have' a rotation per se). With this in mind, and with an expansion on the horizon (heh), I've thought about how we could have a bit of additional flavour, spice, whatever you want to call it in how our characters function in combat.
We all know what's coming in 7.0: Grade 11 and Grade 12 Materia. It happens every expansion, SE throws one bajillion materia into the economy of each world, because every A-Rank hunt and it's mother drops those crystals you can trade in for them. The concept of Hunt Trains, and the fully organized nature of them, allows for everyone who turns up to one, to ALL receive these crystals, injecting insane amounts of Materia into the game. So, of course we get new Grades, so that 'stockpiling' the older Grades is not relevant. This comes with a downside of it's own though: Materia is boring as hell, as it stands. We will go from a Grade 10 Materia granting us 36 Crit, to a Grade 12 Materia granting us 72 Crit. Or 90, or whatever arbitrary value. But thanks to the formula behind the scenes, chances are the amount of 'chance to Crit' that it gives will be the same as what we already had. Just a different Grade number, and a different icon.
Instead, I'd like to see something along the lines of this, an idea I've had for a while that I'll refer to as High Materia. I've recently heard that the term is already used in JP, so a different name might be required. Perhaps 'Fireforged/Levinforged/etc Materia' to reference elements, or Astralblighted/Umbralblighted for Light/Darkness. Anyway, these materia would be extra special, allowing only ONE of them to be melded, either on your weapon, or to your soul crystal, if that's possible to program. Either way, it'd be specific to the job, thanks to the gear slot it is melded to, meaning no re-melding concerns for 'omni-tank', 'omni-healer' etc. players if they want to swap jobs within their role.
Edit: Since the effects of this system is a sort of 'breaking the limits of a specific job action', I should have realized sooner that 'Dynamis' would be a good tie-in for the naming system, rather than Materia (which is made of Aether), but this forum does not allow for editing thread titles
The effect of these High Materia would be based on the job, and effectively function as a choice for the player between several passive effects, akin to traits we get from levelling up. These would ALL be non-damage related, so as not to cause one Materia to be 'the correct choice' (because it provides more damage and the others do not), instead, any 'damage gains' possible through the system would be entirely indirect, and based on capitalizing on the opportunities the extra effects provide, rather than a direct 'This skill is now stronger' effect.
Example effects could be things like shown in the following posts. These aren't intended to be balanced against one another, but just ideas of what I mean by 'non-damage related effects'. Please also remember that, with a system such as this being added, things like 'how much we have to heal' versus 'how much healing we have', or 'how much sustain a tank has' versus 'how much damage they take from autoattacks' would be changed a lot, meaning that while a healer/tank effect might look OP in the current game, that doesn't necessarily mean that it would be if the system were to exist (as SE could justify increasing incoming damage somewhat because of it).