...Or you could accept the fact that this game has both an armory and a job system, and instead urge the developers to make each system distinctly different from each other, use different game mechanics, and be equal in power to each other to enhance player customization. Then, revamp whatever tutorial ARR has to support each armory/job mechanic and make it to where people stop automatically coming to the conclusion that jobs > professions.

Making the Pugilist and Monk completely different character archetypes that fit their respective lores, for example. Hired thug and bar fighter does NOT equal meditating spiritualist from the mountains. Give both systems different animation patterns, exclusive skills and alternate forms of existing skills, and add a questline with a plot that adequately explains why a bar fighter becomes a monk. The current quest does not count. Archaeology doesn't magically give bar fighters the ability to become a full-fledged black belt in a spiritualist kung fu-esque martial art.

There are exceptions to the norm already (*cough* THM and CON *cough*), so why not just make the system more lenient towards adding more exceptions to the norm?

The current systems - especially the armory system - could work very well with each other (and opposed to each other) given a few gameplay updates, tweaks and refinements. Switching completely to a new system would not.