Wasn't it confirmed FFXIV is doing its own thing? There are visible differences between it's version of Ivalice and the OG.
FFXIV did the same thing in Ivalice as it did with every other version of the FF crossovers, where in "It's the same, but different because of <x>"
The main "twist" is Ivalice canonically goes FF12 -> 1,200 years -> FFT, where FFT's "ruined advanced culture" is the one from FF12 - Where as FFXIV has FFT as happening in the ancient past but has FF12 Characters (as well as Dalmasca's Imperial Occupation) in the current year.
You see this with the FF6 references also. In the City of Doma for example - in FF6, the city is lost when then Imperal Mage Kefka poisions the water supply, killing nearly everyone save for a single Samurai who takes revenge against the same empire where as in FFXIV an Imperial Warrior (Zenos) kills their King in a duel, leaving Hein as the Samurai who will (eventually) take up arms against empire. They also do the cheeky thing of naming Hien's dad "Kaien" (after the FF6 character) and in FF6 Kaien's son is name Hein.
I am a little confused by the decisions shown in this slide.
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Paladin is the job that has passage of arms, and utility actions meant to support allies. Why wouldn't it have been picked for the OT category given those stated criteria instead of... y'know, Warrior? The largely selfish tank job?
I'd imagine it's a simple as
Main Tank -> Has a shield in the Offhand and
Off Tank -> Has a two handed weapon instead
It'd imagine they're going do the "Reborn" focus around PLD and ShieldJob2 having small-window reactive skills that give some kind of bonus on successes where as Warrior/DRK/GNB will get more raid-wide or single-target helpful skills (things like WAR's Shake it Off or Nascent Flash). I'd imagine that PLD/SJ2 will have skills (including Passage of Arms) that focus on Mitigation where as WAR/DRK/GNB will have skills that focus around healing/recovery instead - with some spillover to not force people out of their preferred class.
I'd also imagine they're moving away from the Dungeon Meta of every tank having the exact same mitigation tools they click largely in order without ever thinking about it (Rampart, then Small One, then Big One, with Quick one every time it's off CD, then Rampart -> Repeat) into something more engaging. No idea how it turns out, but, I'd imagine something like WoW tried to do with WOTLK tanking/ "active mitigation" without all of the hilarious issues caused by scaling.