Thank you all for the feedback! It always makes me feel good when I get feedback, especially since I've been uber busy lately and depressed that I haven't been able to work on A2 as much as I've wanted to, among other life drama going on at the moment. Your timing is rather prudent, since I've been hoping to work more on A2 as things slow down a bit. That said, I've switched around a lot on my computer and I'm having issues with Desmume saves, so I need to play around with it for a bit. I'm currently coming up with concepts to replace jobs like Templar and Berserker. Namely, things like Templar will stay Templar, but with revised/improved themes.
Allow me to first focus on you guys' thoughts about the current jobs:
Soldier: Soldier is definitely intended to be an early-game class, much like FFT's Squire. That being said, the Breaks are infinitely more useful now, and can still be used for a large portion of the game should one desire to. For that matter, if one has Art of War as a skillset, there's almost no reason to use a normal attack when you can be Breaking an enemy's stats. Since Breaks can be used with Weapon Range, using it with an Archer, a Hunter, etc. is also a great combination.
Thief: Thieves will be buffed by proxy when we have the ability to edit enemy formations and I can give them full equipment sets. As it stands right now, much like in FFTA, FFTA2 enemies are poorly equipped to deal with your party, and once they're buffed, the Steal skills in turn will find more use.
Archer: I disagree that the Rooted status needs to go on a Summon AoE skill, but I do think a Speed boost would help them immensely, to help them get more chances to debuff their enemies and bind them. A quick Archer could be really deadly in the right hands, if they were speedier.
Fighter: I find it kinda hilarious (and unintentional) that Grapple works on large enemies. I think I'll keep that just because it's funny as hell.
Paladin: Cover is single-target, but the Druid's Golem's Cover is not. That's a weird bug though. It's something to keep in mind, too, as I was considering making Cover AoE, but I don't think I will.
Hunter: To be completely fair, I don't like Drill Shot either. It was mostly just a fill-in until I found something better to replace Ultima Shot with. I may give it a linear AoE so that it's more useful, so that it deals AoE damage and bypasses Defense. Not sure yet though.
Black Mage: I agree with you about Blizzard's gimmick not being that great. I think what I'm going to do is give it a chance to inflict Rooted so that mages that use it are protected by slinging spells from afar. You can either go for Range with Thunder, AoE with Fire, or keep enemies at bay with Blizzard.
White Mage: Thanks for pointing out the issue with Holy! That's been fixed immediately. I'm debating whether I should buff Cure/Cura/Curaga, but I don't want it to be crazy.
Necromancer: Definitely a situational job, but things like Seal Evil are ridiculously helpful in Undead battles. In fact, Undead were buffed to a point where Necromancer, White Mage, and Black Mage shines. That said, I want to change some of their skills. Tainted Love will remain the same, but won't be able to Charm Undead, since that's what Styx is around for. Bard is being nerfed slightly, so things like Requiem won't outpace the Necromancer's sheer ability to decimate Undead.
Blue Mage: Definitely still a good job, very versatile, but it's not nearly as overpowered as it was before. Makes for a great secondary skillset!
Seer: Spells that can be Magick Frenzied are also the spells that can be Dualcast, so using Magick Frenzy is a lot less overpowered than it was before, but it's still quite potent.
Samurai: I definitely agree, I'm pretty let down by Samurai as well. Thankfully, that's why testing exists! Part of what I've found is the problem is that stat growths in FFTA2 are very important. By the time you unlock Samurai, you've sunk a lot of points into Physical Attack, and their skills are Magickally based. To that end, I think I'm going to simply switch their Iaido skills to being physically based, and that should make them more useful. Whereas the Fighter is about damage, the Soldier is versatile, and the Paladin is about defense, the Samurai would be about physical AoE skills with the ability to debuff enemies that try to get close to it and take it down. With its low defenses, using evasion tactics would be crucial until the Samurai gets to stack debuffs on surrounding units.
Ninja: Using the -ton skills for their debuffs is what I used them for. Think of it like FFT Geomancy. Not great for damage, but wonderful for crippling enemies! Dual Wield is always a plus, too!
Warrior: Much like Soldier, it blends well with Ranged jobs, such as Cannoneer and Trickster.
Monk: Chakra and Revive are great skills that can be used all-game, and makes for a great secondary skillset. Holy Sign also removes all buffs and debuffs, so it can be used for both offensive and defensive purposes. It becomes slightly trickier if a unit is afflicted with both, though!
Gladiator: Gladiator is being revised in the very near future, simply because I don't like a lot of it. I only have four skills to play around with on them though, so that's the tricky part. Ultima Sword will probably remain in some capacity though!
Myrmidon: Like Thieves, Myrmidons will benefit greatly from improved enemy rosters. Frost/Storm/Burn are great for non-human fights, especially if Frost gets Blizzard's Rooted upgrade. Ultimately, I think they'll stay as they are, simply because I know they'll be far more useful once enemies get upgraded.
Dragoon: Much like Gladiator, I don't have room to mess with them too much since they share skills with Dragons. I have some ideas in mind, but I'm not sure how to implement them yet. That said, I agree that they feel too same-y.
Oracle: Well, Sheep Count shouldn't be 100% Sleep (and has now been fixed!), so that helps Repose stay on par slightly. I wouldn't be averse to making their debuffs inflict damage as a way of making them stand out a little more. That said, my other idea was to reduce Resilience all around to make debuffs slightly more accurate, but I'm not sure how everyone else feels about that.
Templar: Templars are being buffed. Again. Note that they have a dual use that not many people use them for, and that's (shockingly) outspeeding the enemy. Templars have access to Haste and Piercing Cry (which flat out decreases Speed, and persists, unlike Slow). Rasp will be greatly buffed and Soul Sphere will be becoming something new altogether, most likely, perhaps a Slow spell, or a Reflect ability. To that end, I want them to become veritable mageslayers, so these buffs are needed. A big issue with Rasp at present is that it's considered Magickal, which means three things. 1) Bangaa have crap MA and can't do much regardless, 2) Enemy mages tend to have high Resistance, and 3) Even at 100 Power, Rasp can't dent high enemy MP late-game.
Druid: Everyone loves Thorns, which is kinda hilarious since I thought nobody would use it! I'm really glad to hear it's popular. Thorns might get a nerf soon to be on par with Level 1 Magick (20 Power instead of 30), but I'm a little afraid to touch it now that everyone likes it, haha. My other idea is to simply reduce Vertical Tolerance from 3 to 0. 3 seems excessive.
Time Mage: Yes, Comet can be used with Snake Eyes! Dualcast (with your Moogle!) at your heart's content.
Scholar: Scholars at present are pretty damn powerful, and will be even more useful once enemies are able to be buffed. Things such as Paling and Magick Barrier can make you nigh invincible, even if they are single-target. I used them in some difficult late-game fights, and they helped tremendously. Regen, as always, is useful, and Veil is great when you're fighting debuff spamming foes. I used them as a secondary on my healer and had great results. They also make for a great skillset to use before you get into the thick of the fight.
Daemon: Such a tricky class to balance, and I knew it'd be that way from the start. Dark Holy is already slated for a buff from 140 to 180 power, which should make it more usable. Do you recall what ability you used inflicted Doom? I thought I removed all instances of Doom, but I knew I'd miss some.
Fencer: I'll have to look in to why Retreat isn't working. It was working fine when I tested it. Yay for more testing! Hopefully it at least feels like a more interesting starting job now. It has a lot more depth than it used to.
Occultist: Possess is interesting in that it can only access skills that are in an immediate skillset. So things that require going into a sub-sub-skillset can't be used by Possess. Using their other skills strategically is key. Geist is great for restoring HP and MP and completely undoing (literally) an enemy's hard work. Abomination can quickly prevent enemy advance, Offering is a great desperation move, Elder One deals huge damage and can cause chaos among the enemy ranks, Squassation is great for dealing damage and quickly summoning support Espers, Sanguis flat out deals a lot of Water damage, and Xenoglossia is one of the best mage support skills in the game. As with other advanced jobs, it's all a matter of using it tactically. Granted, Possess (even used on your own allies) is a great way of accumulating damage, but there are many ways to play Occultist.
Sniper: Doubleshot is going to be replaced with a skill that damages and delays an enemy's turn, which is quite valuable (especially against monsters) early on. While not flashy, I think it's a better alternative to current Doubleshot.
Summoner: Summoners are basically glorified Black Mages, but for Viera. Thankfully, they smart target and things like the wide AoE Regen and Reflect are convenient, niche things you can't really find anywhere else. Much like Viera as a race as a whole, they don't excel in anything, but they can always fill a role in your party.
Kunoichi: This was such a risky job to make, but I'm glad people enjoy it. Definitely not my own cup of tea, but it makes me happy to see people using it! Note that I try not to risk adding Quicken to too many things; the AI spams it to no end and it draws battles out.
Green Mage: To be fair, Green Mage is a starting job, and isn't overly flashy. Extend is a great buff, and using Protect/Shell at the very start of a fight when your units are grouped together is great. Evasion Up is a great buff for frail units late-game as well. I think Green Mage will more or less stay the same, but perhaps get a boost in Attack so they can actually hit things fairly hard with their hammers.
Spellblade: Glad to hear that people are enjoying the class! Blitz and Sanguinate will both be getting MP costs in the next update.
Moogle Hero: Dia is great for killing Undead, and Heal is great when things are getting dire as a quick pick-me-up. The Moogle Hero may not be great at magick, but it sure as hell tries!
Corsair: Here's how it works. It IS basically Tinker, but how it works is that even if it displays 100%, it's not lying. It will be a 100% chance. It's just that it only has a chance to hit either all enemies, or all allies in the targeted radius. So if you're not seeing anything, it just means the game rolled the target that doesn't exist within the area. And I thought I gave Corsair the ability to use Cards and Guns. I'll double check it, and if they can't, I'll fix that for the next update.
Engineer: Satellite Ray is amazing, but once you unlock Fallout late game, you'll love it. 100% accuracy and Poison proc can wipe entire swaths of enemies out. Healbot gets outclassed rather quickly, IMO, but it's still great for a quick patch-up job.
Vartan: You can only Dualcast skills that you know, so if you haven't learned those two, you can't Dualcast/Frenzy with them. I'll play with Gale/Cyclone/Whirlwind and see how I should go about making their numbers a little more fair.
Ravager: On the list to be fully revamped. I'm thinking it's going to be a Shield-related job, focusing on evasion, and bonking things on the head with their Shields.
Gourmand: Gourmand is full of surprises. Keep playing with it and I'm sure people will find some pretty amazing uses for them.
Berserker/Viking: On the list to be fully revamped. I have some interesting things in mind for them.
Ranger: On the list to be buffed, just not sure what I have in mind yet. Definitely an increase in Speed.
Reaver: Shadowblade will be gaining an MP cost, just not sure how much yet.
Bard: Angelsong will be nerfed slightly, and Soul Etude will be changed, just not sure how I want to go about it yet.
Dancer: Dancer is overall pretty damn amazing, as her changes were made long before I balanced everything else. (Same with Bard, for the most part). Mincing Minuet will be nerfed, among a few other tweaks to her job overall.
Thank you everyone for the feedback! Sorry it took so long for the reply, but again, things have been crazy for me lately! That, and I've become addicted to FFXIV...