I don't see how you'll be able to do Weapon Masters. I am under the impression that there currently isn't a way known to allow Onion Knights and Mimes to use abilities, so if you use Onion Knights as the base for Weapon Masters, then they presumably wouldn't be able to equip any abilities either without another hacking breakthrough, and I don't think ASM hacking cuts it for WOTL.
You'll need to remove abilities such as Equip Gun, Equip Crossbow, and other similar abilities AND Dual Wield, otherwise you would get dual pistol Orators, dual bow archers, and so on unless you somehow give Weapon Masters some very complicated coding. Dual Wielding bows is bizarre anyways. Dual Wielding any weapon probably isn't the best route to go with them.
You still haven't mentioned Dragoon, Summoner, and Samurai. What about them? You can't just add jobs to the wheel (at least, as it is now), and Onion Knight probably can't be altered all that much beyond stat multipliers, movement and jump, and innate support abilities.
To give it two skillsets, you'd have to not give it one of its own and then turn Defend or something into a skill menu, which is a hack that's not been done yet. Even then, I'm not sure you could make one for each job, and there's no telling how it will work if and when such an ASM hack is made. Even if such a thing became possible, how in the world would you stop those support abilities granting an extra skillset from being able to be used in other jobs to wind up with a total of three skillsets?
Perhaps I misunderstood though. Two unique skillsets maybe? I suppose Defend could be turned into a skill menu eventually (I think I recall such a possibility being mentioned in one of the ASM hacking threads) and only appear as an innate support ability... Of course then they could equip a second skillset from another job that way and wind up with three.
I've been toying with a significantly changed job tree myself, and I've almost ironed out a concept for it all that I really like. After figuring out what classes I wanted and what purpose I wanted them to serve, I wound up with two leftovers. I decided to take the Onion Knight/Weapon Master route, which is where this becomes relevant. Instead of trying to make funny limitations or attempting to give them a ton of unique abilities, I figured I would give one the best support abilities for raw power as innate abilities and the other for spellcasting (and surviving through charging them). I decided to give neither of them abilities. The idea is that between their stats and innate abilities, the physical oriented one would be the best job for any physical oriented skillset and the magic oriented one would be the best job for any magic oriented skillset. What's the catch? They have no skillset of their own and thus can't use skills from two jobs. They likely wind up the best at whatever you choose to use them for, but they cannot match the versatility that the "normal" jobs have. Maybe that inspires you. Maybe you like that idea as is. Maybe you hate the idea. The point of relating my concept was to try and help stimulate ideas.
Where and when is the Argath fight supposed to occur? Are you changing it to an optional battle?
Your Lanistas sound almost like the FFX-2 Dark Knights. You haven't given all that many details so far though, so that's only a guess. If they are, I approve. I know that game isn't universally popular, but I feel it has the most fleshed out Dark Knight class the games have had yet other than the pathetic Lanistas of FFTA2 and FFXI which I know next to nothing about. Hm... that just gave me an ability idea for my stuff.
What's the point of giving the Sorcerers Ultima when they are also being given Flare? Are you going with 1.3's Ultima? I only see it being used by them when they don't have time to charge a longer spell.
Who's going to get what Time Magic? Are Sorcerers going to be given Meteor along with the tier four spells?
Are you planning on changing Ramza's abilities? Is Sorcerer's ultima going to be "blue magic" only? What about normal Squires and Chemists?
If I may, Seer and Parivir are the jobs that stand out in my mind as the signature Human jobs from FFTA2. Perhaps you could make Luso a variation or combination of the two. Or just pick one for him and ditch the other. Magick Frenzy might be difficult to emulate though. You could instead opt for mimicking some setup from FFTXII or the hero characters from Revenant Wings. The international version of FFXII has a job system of sorts that could have some interesting setups to choose from to emulate.
Ranger still sounds like a Hunter to me, only with the addition of guns. I take some of your comments to mean you plan on changing their skillset. Until you do, just giving them two more weapon types and innate Poach doesn't sound like to me like it is different from Archer enough to warrant a significant change in name. Hunter to me is only very slightly different from Archer in meaning, as far as this series goes, thus the description sounding more like a Hunter than Ranger.
You'll need to remove abilities such as Equip Gun, Equip Crossbow, and other similar abilities AND Dual Wield, otherwise you would get dual pistol Orators, dual bow archers, and so on unless you somehow give Weapon Masters some very complicated coding. Dual Wielding bows is bizarre anyways. Dual Wielding any weapon probably isn't the best route to go with them.
You still haven't mentioned Dragoon, Summoner, and Samurai. What about them? You can't just add jobs to the wheel (at least, as it is now), and Onion Knight probably can't be altered all that much beyond stat multipliers, movement and jump, and innate support abilities.
To give it two skillsets, you'd have to not give it one of its own and then turn Defend or something into a skill menu, which is a hack that's not been done yet. Even then, I'm not sure you could make one for each job, and there's no telling how it will work if and when such an ASM hack is made. Even if such a thing became possible, how in the world would you stop those support abilities granting an extra skillset from being able to be used in other jobs to wind up with a total of three skillsets?
Perhaps I misunderstood though. Two unique skillsets maybe? I suppose Defend could be turned into a skill menu eventually (I think I recall such a possibility being mentioned in one of the ASM hacking threads) and only appear as an innate support ability... Of course then they could equip a second skillset from another job that way and wind up with three.
I've been toying with a significantly changed job tree myself, and I've almost ironed out a concept for it all that I really like. After figuring out what classes I wanted and what purpose I wanted them to serve, I wound up with two leftovers. I decided to take the Onion Knight/Weapon Master route, which is where this becomes relevant. Instead of trying to make funny limitations or attempting to give them a ton of unique abilities, I figured I would give one the best support abilities for raw power as innate abilities and the other for spellcasting (and surviving through charging them). I decided to give neither of them abilities. The idea is that between their stats and innate abilities, the physical oriented one would be the best job for any physical oriented skillset and the magic oriented one would be the best job for any magic oriented skillset. What's the catch? They have no skillset of their own and thus can't use skills from two jobs. They likely wind up the best at whatever you choose to use them for, but they cannot match the versatility that the "normal" jobs have. Maybe that inspires you. Maybe you like that idea as is. Maybe you hate the idea. The point of relating my concept was to try and help stimulate ideas.
Where and when is the Argath fight supposed to occur? Are you changing it to an optional battle?
Your Lanistas sound almost like the FFX-2 Dark Knights. You haven't given all that many details so far though, so that's only a guess. If they are, I approve. I know that game isn't universally popular, but I feel it has the most fleshed out Dark Knight class the games have had yet other than the pathetic Lanistas of FFTA2 and FFXI which I know next to nothing about. Hm... that just gave me an ability idea for my stuff.
What's the point of giving the Sorcerers Ultima when they are also being given Flare? Are you going with 1.3's Ultima? I only see it being used by them when they don't have time to charge a longer spell.
Who's going to get what Time Magic? Are Sorcerers going to be given Meteor along with the tier four spells?
Are you planning on changing Ramza's abilities? Is Sorcerer's ultima going to be "blue magic" only? What about normal Squires and Chemists?
If I may, Seer and Parivir are the jobs that stand out in my mind as the signature Human jobs from FFTA2. Perhaps you could make Luso a variation or combination of the two. Or just pick one for him and ditch the other. Magick Frenzy might be difficult to emulate though. You could instead opt for mimicking some setup from FFTXII or the hero characters from Revenant Wings. The international version of FFXII has a job system of sorts that could have some interesting setups to choose from to emulate.
Ranger still sounds like a Hunter to me, only with the addition of guns. I take some of your comments to mean you plan on changing their skillset. Until you do, just giving them two more weapon types and innate Poach doesn't sound like to me like it is different from Archer enough to warrant a significant change in name. Hunter to me is only very slightly different from Archer in meaning, as far as this series goes, thus the description sounding more like a Hunter than Ranger.