I'm bored anyway, and way you all screwed up the jobs is beyond repair now so lets make a new one -
1) Remove the Job Roles, it no longer serves a real purpose now because the current system has everyone homogenized. There is no more identity or unique team strats left on a boss by boss fight basis and whose fault is that I wonder? because what you all did we need to toss out this system.
2) All jobs are now tied to their unique weapons, and the armor is now more stat heavy based (this requires a major rework of Materia stats & slots in which case Materia is about to become much more important) to build around the job. Want a Defensive White Mage that has more resistance but at the cost of offensive stats? Build your armor & weapon stats around it, how about a Offensive White Mage that has more extra strength in their Holy & Glare spells but at the cost of healing & defensive stats? Build your weapon and armor stats around it. How about a all-out healing White mage but at the cost of everything else if the battle requires it? Again build around that. This keeps a balance of risk and reward and depending how good you are as a player and building around a fighting style that suits you the player best.
This will get people to start experimenting with different armor, and weapon sets that a job can use; also playing more importance into materia usage. Because of this change the inventory gear slots will need to get expanded to accommodate more multiple sets for whichever particular job you use the most.
This will also give unique play styles for various DPS & Tanks that was never considered depending what kind of abilities each Job has. Take Warrior for instance, it has some of the best best healing abilities so if a Warrior wanted to put in more healing stats he can, but it will be at the cost of his offensive and defense stats if he chooses to heavily invest in it. This is just to prevent cheesing the fights.
In order for all this to work; all the weapons & armor in the game will need a bit of rework due to the removal of Job Roles; furthermore armor and weapons sets can now be upgraded to the current level cap of 100, so for you people who want to use your artifact gear from previous expansions will find happiness in this instead of just being a glamour. Each Weapon & Armor will have their own unique stats to build upon and the way to level the gear is through Dungeon Chests with specific materials guarded by a mini-boss (usually in rooms outside of the main path, so each dungeon will be getting a update to accommodate this). Also Whenever you form a new materia from battle you're given a new option aside from Materia Extraction, you can instead let the Materia be consumed to level your gear by 1 level, so you're given two way to level up weapons & gear.
Finally again with the removal of Job Roles, armor in general is no longer restricted to their respective jobs but instead are given indicators what that armor is generally recommended for and you can try to experiment with all sorts of builds that can be in the thousands. Want a silly tank with all its armor being recommended for a healer job? Sure go for it.
Keep in mind though that all gear & weapons will still be synced to a appropriate level based on the content being played.
3) Bring back Elemental Resistance & Weakness effects
Want to build a Thunder or Water Dragoon with some form of elemental Resistance? We can do that. What is different this time however is that Elemental Materia will now operate separately with its own slots on every armor, and weapons (certain elemental weapons and armor will get bonus points with its corresponding elemental materia). However a elemental materia cannot be paired with its opposite that its weak against, but can be paired with Elemental materia that its neutral with or complements (this will affect how much stats it can give, neutral materia will be less points, but a complementary materia will give bonus points).
Will also re-work certain weapons that have a infused element (Like most Primal Weapons for example) that will give its own elemental damage bonus, but at the cost of what element its weak against so its not exploited in more complex battles say a boss that has multiple elemental properties that can affect the player or the boss. This is just to keep the player on their feet without again trying to cheese battles.
4) Exclusive Job Actions based on Elemental Materia being used
To further each job's unique properties is the new additions of Job Actions that can only be accessed if Elemental Materia is being used. These elemental offensive, defensive, and possibly healing abilities are bonus Job Actions that help supplement your main job actions with each given fight.
So for example with Thunder-based Dragoon, he/she will have access to a battle technique called Thunder's Roar that will temporarily transform him/her into a Thunder Dragon for 10 seconds to perform its own job actions such as Thunder Breath for magical damage with a conal spread, and Lightning Claws as the physical damage ability that all come with a elemental damage bonus.
Furthermore the Elemental Job action damage rating is tied with how much elemental materia stats you added into your gear.
You can even create hybrid Elemental Dragoon to use both Thunder & Fire (as they do not conflict on the elemental wheel), but at the cost of losing access to more powerful abilities that require a certain elemental stat threshold, so choose wisely how you want to build your battle strategy.
5) The current Job Actions themselves, while I cannot imagine what changes could be made but the above stuff I've written should at least tear down some of the homogenization with the removal & additions with how weapons & armor now operate & also with the removal of job roles.
6) Notice that I'm also giving you all Crafters much more power now, and this will really get the market board going with all sorts of unique sets for all the jobs.
7) Because of all these changes the bosses & enemies of the entire game will need a bit of re-work to their stats & mechanics to accommodate the new changes.
There I fixed the damn critically acclaimed MMORPG Final Fantasy XIV