No, not really. Monk with two-swords will wipe the floor with most encounters, Blade Grasp makes you near untouchable, Ramza and magic guns, any physical fighter can be turned into a horrific beast by manipulating their brave stat which is super easy to do, and Cid completely makes the rest of the game a complete joke.
And that's just off the top of my head.
There was also a severe imbalance between magic and physical attacks in physical's favor. Magic attacks required a charging time that effectively became longer at higher levels (due to the higher speed stats at higher levels, more turns would elapse during a given charge interval). Even worse, the higher level spells had longer charging times to begin with. It became near-impossible to get off a spell at high levels, as either the target would walk up to your guys causing you to take heavy friendly fire or your mage would get one-shotted while casting due to charging up status negating evasion. (And this wasn't like FF15 where there was an accessory to turn off friendly fire on magic, either.)
The stat imbalance between Brave and Faith made this problem much worse, since high Faith was a double-edged sword where high-Faith units both inflicted and received more magic damage and non-Ramza units would desert if their Faith got too high, but high Brave had no downsides at all besides the trivial one that they would find worse quality items. And you could get around that by having a single designated low-Brave unit to pick those up, and once you'd picked up every treasure in the game you didn't even need them anymore. And of course being able to max out Brave with no downside is what enabled the absurd brokenness of Blade Grasp.
The only time that magic wasn't useless was after you'd spent a ton of time and JP learning a decent selection of it and putting it on a Calculator/Arithmetician with a good selection of abilities, then it was overpowered. (Calculated magic shouldn't have had its MP cost removed in my opinion.)
Monster units were neat but basically useless. Riding chocobos was fun, but the cost in units was too high, and there was no way to deploy a unit pre-loaded onto their steed, thus wasting some of the advantages of being mounted at all when you had to waste a turn moving your rider onto your chocobo.
Don't get me wrong, I loved FFT to pieces, but it would really benefit from a true remake that overhauled all of this.
As for the FF12 "job system", I disliked it so much I never picked up any of the later versions of the game that had it. The first implementation was a job system in name only, since the most important thing about a job system is the ability to change jobs, and initially you were locked in to your job choice. Most of the jobs were different (and we saw how much this bothers Final Fantasy fans when FF14 1.0 went over like a lead balloon). Part of this was because they were trying to shoehorn the job system into a game that was designed without it and thus just totally lacked a ton of classic job abilities like Jump. A real lost opportunity there.