Let's come up with new jobs that we think would be fun for the game. List some abilities you think it should have. Here's two I've been thinking would be cool:
Geomancer
Weapon - Axe/Great Axe
Traits/Abilities - Geomancers specialize in using the terrain to assist them in fighting, so I thought it would be cool if they had a different set of abilities for different fighting zones. They could range from attack to support depending on the zone. So maybe in the desert a GEO would have some sand based attacks that would blind and confuse the enemy, while in a cavern there would be some powerful cave-in attacks.
Possible subjobs - /WAR seems like a safe bet, but maybe it would depend on the zone you were going to.
2 hour ability - Global Influence, allows for geomancy from all areas to be used.
Final thought - There would have to be some kind of limit to how many geomancy attacks you could use in an interval, a possible recast delay or even tying them to MP. I dunno.
Chemist
Weapon - Dagger/Gun
Traits/Abilities - Chemists specialize in using items, so they would get traits that would boost that ability. Possibly one set of traits that boost the potency of an item, and another set that lowers the consumption rate for an item. For example, a trait that gives you a 50% chance of keeping the item after you use it. That % could start out low and go up as you level. There could also be a set of unique items for CHM that could do various things, like elemental damage or whatever.
Possible subjobs - Maybe /WHM or /BLM
2 hour ability - Item Lore, allows for unlimited item (certain items) use for 30 seconds.
Final thought - This job could get expensive, but it could act as an alternate healer or elemental DD. Maybe the chance of keeping the items might help, though I'm not sure because I don't ever buy healing items. If they're really expensive you could just boost up the keep item rate to like 75% or something.