That approach doesn't work in a modern theme park MMO that's still trying to copy early 2010s WoW.In order to fix jobs they first need to fix content.
when content is as simple and straightforward as it is there really isnt anywhere for jobs to go. even if they add skill trees they can't go anywhere.
the content at the minute is dubed down and siplified so much there are absolutely ZERO systems and mechanics that jobs can work with or manipulate..
thee is no boss diversity. the only thing different between one boss and the next is how much HP they have.. they all have the same defence the same speed the same evasion. the same resistances.. a level 100 super boss takes the same damage from an attack as a level 1 bug. the only difference is HP.
To fix jobs they first need to fix content design. and put interesting and engaging systems in place that jobs can manipulate and work around.. give monsters varying stats and attributes instead of make them all the same. then you can have fast evasive mobs, slow hulky armored mobs. mobs that make be weak to blindness mobs that could be weighed down or imperrilled to certain elements.
bring back simple concepts like resource management and make those resources actually finate like tp and stuff and you can open the door for supportive jobs to help managae and maintain them. and open the door to actually decison based gameplay. this combo may do a lot more damage but it also cost alot more tp so if you use it to much you may end up starved. so then find a balance between spike damage and sustained damage. actual conscious decision making instead of mindess static rotations.
You cannot have engaging fun and interesting jobs. without engaging fun and interesting combat systems to play with and manipulate...
if the dont fix the content all a skill tree is going to be is path a leads to a x% damage buff on a 2 minute timer. path b leads to a x% crit buff on a 2 minute timer. path c leads to a x% direct hit buff on a 2 minute timer. BORING!!!!!!