Originally Posted by
StrawberryZebra
Ironically, coming up with a new niche for a healer is easy. Make one that has super powerful direct heals and nothing else and you've made one that doesn't yet exist. The problem is there's no space in the game for a healer like that. By design, healers are required to all have similar basic tools that allow them to function, lacking one or more of those would make a healer all but inoperable for certain content.
Squenix have created a very limited design space for themselves, where having Jobs that perform niche roles is all but out of the question. A role is expected to be able to perform all of their responsabilities without exception, while also having their own unique gimick to deal with. While that can create some interesting game play, it also requires all Jobs of the same role to be able to perform the same functions. Hence why they can feel quite samey - They've all got the same basic toolkit to work with.
Adding something new and interesting in that kind of framework is going to mean essentially adding more gimicks to existing jobs. There's only so far you can really push that before it starts to become awkward and forced.
The more interesting way to do it would be to create jobs that are intentionally flawed from the ground up. Having an intended weakness allows for intended strengths as well, so you could excel at one role, but be far less effective outside of that. Unfortunately to implement that would require a complete overhaul of every Job from the ground up, which is far too much work at this point in time.