1. Jobstones should be removed as equippable items. They should just "auto-equip" after level 30, maybe with an updated visual in the character window, when you change weapons. It is frankly ridiculous that we need to do both just to change jobs.

2. SMN should be split off from Arcanist into its own job. Just reassign all of its identity to "SMN" instead of "ARC" like expansion jobs, and have it be acquired and start leveling at level 30 absent the ARC pre-reqs. Like a HW job but beginning at ARR-appropriate level 30 instead of 50.

3. To compliment SMN and make it feel less lonely as the only "ARR-bonus job", do the same for the other actual ARR-bonus job, NIN. Separate NIN from RGE, reassign all of its identity to "NIN" instead of "RGE", and have it be acquired and start leveling at level 30 as an "expansion" job. It is easily the most dissonant matchup between class and job quests and would benefit most from the restructuring.

4. Build out the newly opened Rogue class as a limited job with its own job stone. Keep the great job quest story (and maybe expand it for more piracy shenanigans), but just repurpose the job as its own thing. Make its limited gimmick focused on stealing items from enemies. The rogue identity doesn't have much space combat-wise between Ninja and Viper, but could do enough as a sort of evasion and mugging sidegame. The other benefit of making Rogue a limited class would be very easy weapon design, since like BLU their weapons are mostly aesthetic and they only need a small handful as glam incentives. They could repurpose a couple of the 1-30 dagger designs, design a few more for lv. 50, 60, 70, 80, 90, and the job would be set.