I don't agree with him on most of what he's said about classes and whatnot, but having seen the official forums, I would not say this is an unfair generalization at all. ;P
And, supposedly, every major content thing that happened in 1.0 under Yoshi-P was supposed to happen under Tanaka. It was all the system revamps that he ushered in.
So jobs were, apparently, always in the initial plan.
Considering that possibility makes wish combat classes were a little more open than they are now. They are still too specialized to make them different enough from jobs. Something like being able to grab one or two traits to enhance some of those cross-class actions might help. It would seem Yoshi-P doesn't want to use them for much more than a base for jobs and some situational utility.
RE: FFXIV 1.0's beauty
Although I think ARR is most certainly the better looking game, I give 1.0 more credit than others it seems. Its beauty was more subtle, if not too subtle. They put a lot more value in verisimilitude - like as if you were going to go out being an adventurer in Eorzea, you weren't necessarily going to find something exciting every 10 minutes and certainly not 10 minutes outside town. You were going to be in a place, in a world. Locations didn't necessarily exist to entertain you, they were actual places (they had to be vast and time-consuming, because the world was big). However there were interesting landmarks hidden within all the samey stuff. After barely making it alive through some monsters too difficult to kill, you may come across something otherworldly looking. You may see screenshots of this stuff from 1.0. Alone they don't really compare to giant glowing crystal towers you see in ARR, but inside that realistic world they were impressive discoveries (perhaps enhanced by the fact exploration was so damn difficult). (A shame they didn't get much use of those areas. I still don't understand the point of keeping insanely leveled enemies like that once you've decided you were going to throw those areas away.)
That's the thing with the original-original FFXIV, it was all about verisimilitude (even over fun design) and halfway trying to become a sandbox game (it seemed it might have in the future judging by some their future update plans). It was a really weird kind of a game for Final Fantasy developers to make, putting aside how poorly they executed it (any idea will be instantly killed by server-side menus lol). Consider how crafting involved every little piece. Or how classes were more strictly tied to the concept of "disciplines" and the in-setting schools/dojos/guilds you learned them and there originally appeared (before release, on the website) to be no real leveling, just learning skills and increasing FFXI-like skill levels. Storylines were also a bit lax and about hidden (mind-blowing) complexities compared to the more dramatic meteor saga and what we have in ARR (which is more shonen/JRPG kind of stuff now). Armor designs were trying to be more realistic before AF, of course. I even think ARR softened how "strong" the flavor of NPC speech was in the original game. Such a weird game to me. I don't think people appreciate just how weird because playing it sucked - it should be seen as baffling in more than one way I think.
I don't know if the world needs a game like that. It seems like it would be pretty dull in the best case scenario. I hope they do keep the good, grounded armor designs and that they never lose the flavor of the world (the localization team does a great job). Also there were a few visual tricks in 1.0 I want them to carry over. That would make it even more impressive, especially those vistas.
RE: Problems adapting class/jobs
It is a mistake to first look at the Armoury system with the expectation that jobs have to be exactly certain things (in this case FFXI jobs) before considering that it is a completely new system, as Final Fantasys often have new systems (some are even without jobs or weapon restrictions, how tradition works into it varies). So in this game there are disciplines (skill-sets) based on weapons which the jobs fit into entirely (rather than split off). You don't "fit" FFXI's THF into the system, you reinvent the overarching archetype for your new game. As each Final Fantasy way work very differently from the last that is an opportunity for a lot of subversion of old practices. Even if that means no daggers for THF in this case, that's hardly a loss (it can actually be a good thing if you replace it with something that makes the THF concept work better). To put it simply: There is no actual problem here, this is by design - a new design. The guy in the red hat doesn't have to use a sword because he did in the last game. That's a little bit absurd. We can talk about the pros and cons of the Armoury system once we get rid of the silly notion FFXIV has to fit old things where they don't belong.
In a comparison with FFXI, I think it makes for cleaner design with more room to grow it without getting messy. For one it appears easier to balance, even if that comes at the cost of some freedom. Classes are more complete packages, with abilities, weapon skills (which often decided if your job's strength in many situations, yet wasn't tied to your job), and spells folding into one set of "actions" (and traits being more standardized). As "actions" the previous three things I mentioned can be weighed as one thing. Super powerful spells like utsusemi or gigantic spell lists are easier to manage when you can treat them the same as a weapon skill or ability and all jobs have more or less the same amount - "sub jobs" no longer give you a seemingly random amount of goodness, you get exactly what you pay for in additional action slots. When they put their foot down on what jobs can use their few additional action slots, that gives them stronger control what a job can or cannot do (like or not, that means no more things like crazy RDM tank builds and whatnot).
Also, TAJ, it wouldn't kill you to be less of an asshole to people on this forum who happened to play a game you didn't like.