Sorry for the belated post. Actually my Blue Mage is a Technique Character and honestly, it hasn't been that bad so far. My Blue Mage is primarily a debuff character and its been working out pretty well,Horology is actually a really overpowered move early in the game and has made Balthier my primary "crowd control" character since I don't have any AoE spells just yet (I'm at the Dynast-King's Grave) and its been working out pretty well.

Here's my set-up so far:

Vaan - Thief/Monk - Uses light armor for HP boosts, when he's a thief, he uses a knives and only level 1 and 2 shields. As a Monk he fights either barehanded or with the Poles.

Penelo - Black Mage or White mage - Magical Equips, Rods as Black Mage, Staffs as White Mage, may end up giving her the Measures as well. I'm still debating about Maces...

Basch - Paladin/Dark Knight - Heavy Armor and some Light Armor. All Shields, all one-handed swords for Paladin with a few Greatswords, all greatswords for Dark Knight. Low White Magic as Paladin ending with Protectga and Shellga, but no Curaga, Arise, or Holy. All Arcane Magic as Dark Knight, and Souleater technique.

Fran - Ranger/Red Mage/Green Mage - Magic and Light clothing. Bows, Maces, and Hammers with some low level shields. Red Mage was an accident because she kind of starts that way... Now she's purely a Green Mage now that more spells have unlocked.

Ashe - Time Mage/Samurai - For now she's a pure Time Mage because I have not acquired any Samurai weapons yet. She uses Magic armor and some Heavy Armor. No shields, only Time magic, and she uses Rods for now.

Balthier - Gunner/Blue Mage/ Ninja - Mostly light armor, uses guns and bombs, some one handed swords and knives,he'll become a Ninja later, when the ninja blades unlock. He predominately uses Techniques of which, his debuffing skills work pretty well when combined with guns. Horology is pretty broken in the early dungeons, and numerology.

I have three other jobs I plan to implement as well, mainly Summoner, Dragoon, and Chemist. I just haven't figured out who will do what or if I'll just ignore them this time around. I also allow everyone to use all accessories but I have been incredibly careful with Augments which is really the key to making this all work for me. Mages get Magic based augments and melee gets physical. Item based ones I was going to save for the chemist but as time went on and my healing was limited, I finally gave in to get the boost. I'm also strict about maintaining classes. Meaning that while I attach a couple of classes to each character I usually only strictly use one set-up and not some combo or the two. Gambits help this process immensely. So Basch is set up to acquire both Dark Knight and Paladin Skills but I equip him and set up his gambits for one or the other based on which I need, the only compromise I'll make is with the spell Decoy, which will be used by his Paladin set-up.

There are enough Gambit slots to set up two distinct job set-ups, I just keep one inactive until I realize I need to switch over. It's been really fun so far, as I find myself having to switch my party out to let my Time Mage do her job and having to build strategies that either stress using a dedicated White Mage or see if I can't keep her as a Black Mage and just hope Basch can keep the party alive with items and his weak white magic. I would have to look up my file to give you details on augments, but while I'm giving Basch some magic lore augments, he doesn't get as many as Penelo or Fran. Likewise Ashe is in the middle as well. I do imagine I'm going to have to break these rules when I get to the end-game Marks, but I still plan on trying to maintain the classes so their still be that extra challenge.