I built my Bartz as a rogue and Galuf as a punch wizard, because I felt that those jobs best suited them. In contrast I made Leena a physical attacker and Faris a support mage, just to vary things up. But whether or not their jobs suited their characters, they were still the roles I had built them into over the course of the game. I couldn’t just press a button to swap around their Materia or GFs - so they still had an identity.
Unfortunately this seems to be an industry-wide problem, as budgets keep getting bigger and bigger. I always wonder why no one has made a game on par with PS1 era titles. Indies can’t do it, but even AA titles don’t have a fraction of the production values apparent in 20+ year old games. Surely there’s still an audience for these games?
When I played bravely 1 my general formula was
Tiz: Tank/Protector
Anges: Healer
Ringabel: Caster
Edea: Physical damage dealer.
I built specifically for those roles that I felt best fit the characters. This worked for awhile, but eventually I realized that spamming pirate sword master was perfectly fine and it just fucked everything up from there. The problem I find with job games are just rarely decently balanced and they're so open to exploits by the design of the systems that you just feel encouraged to break it even if you find the exploit by accident.
As much as I'm sure many people aren't a fan of Octopath Traveler, they had the restraint to force you to stick each character to their base job so at absolute most only two characters can be one combination and most the time it was all unique combos once you bring in the later unlockable jobs which had their own little unique interactions with each character (albeit some more than others). That was probably my favorite aspect of Octopath Traveler was knowing that Therion couldn't just drop Thief and every class combo he runs must use his Thief toolkit in some way.
Or you can play some game like Crystal Project (small PC indie game) where everyone is just generics so you just have pure gameplay which is perfectly fine too.
As far as the industry-wide problem, I'm of the opinion that SE is special with this. Their is a difference between Dad of War's big scope, or Ass Creed needing to push graphics, and SE trying to make a Final Fantasy or KH game. The huge amount of delays and production hell in every major project tells me that SE has a very unique problem. I don't know if its the suits, the directors, the artists, or someone else but SE is on a very huge extreme with how it produces its games. The fact FF7R took years just to make a part 1 that is almost as long as the original game just speaks to how overly produced everything is.
I think the only project comparable in recent history outside of a SE project is something like Cyberpunk 2077 or maybe Fallout 76 which to me is more just the usual Bethesda project except it slapped online in the laziest way possible. Every major AAA games feel big and highly produced, but not nearly as hard as FF15, Tomb Raider Reboot, FF7R, or KH3 was.
As for AA projects, I think those exist but they're usually somewhat niche and somewhat lean towards more an "A" than a "AA". They feel produced and backed enough in scale and scope to not be an indie game or some cheap crap farted out (like many of SE's attempts at making 'budget' titles to sell for 60 bucks) but not quite polished in production like AAA titles. I consider stuff like those Alchemist series and Trails games around that range even if they're obviously not graphically perfect, or to use SE as example stuff like Harvestella or the Live a Live remakes are around that level of production.