@Voxtrium
Yes, what you describe is my game experience.
I don't expect you need me to go into too much detail about it, as the thread itself doesn't seem to be related to that. If you think it would help, ping me again. I may take a while to respond, though, since my 'group role' here is lower now that they're shifting.
Anyways here's your pages if you want them, about as useful as they can be without context...
Bard:
https://ffxiclopedia.fandom.com/wiki/Foe_Sirvente
https://ffxiclopedia.fandom.com/wiki/Adventurer's_Dirge
'Cleric':
https://ffxiclopedia.fandom.com/wiki/Tranquil_Heart
Main healers are not allowed to have large enmity-shedding abilities as part of their active kit for balance reasons, it is passive or gear based. They rely on others.
'Fighter':
https://ffxiclopedia.fandom.com/wiki/Full_Break
Warriors are not allowed to shed enmity as part of their active kit. Their option is 'when you are doing too much damage, switch to this to help Tank and other DPS do more, for total party effectiveness without as much enmity gain.
'Mage':
https://ffxiclopedia.fandom.com/wiki/Enmity_Douse
Mages are allowed to do this because it is on a huge timer like many things in that game, and the playstyle of mage means that you coordinate this (the Tank uses Cover and so on to protect Mage while they rack up as much damage as possible and then Douse at the end before they die).
Ranger:
https://ffxiclopedia.fandom.com/wiki/Stealth_Shot
Usual. Not allowed. Had enough trouble with those '4xRanger' parties. Without this limitation, then 'best DPS' quickly becomes 'only DPS' within certain phases/leveling/boss meta. If you want it MANAGED between DPS you call...
'Rogue':
https://ffxiclopedia.fandom.com/wiki/Trick_Attack
- Usable while set as Support Job (i.e Secondary Archetype)
https://ffxiclopedia.fandom.com/wiki/Accomplice
https://ffxiclopedia.fandom.com/wiki/Collaborator
https://ffxiclopedia.fandom.com/wiki/Hide
Regarding Hide:
When the user has the attention of an enemy that tracks by sight, all enmity is erased.
Hide can be used on Undead enemies as long as the user's current Hit Points are at or above 75%.
While Hide will work on these monsters, since they detect by sound, if you don't walk out of aggressive range within a few seconds, they will become aggressive toward you again.
Hide can be used on monsters that normally track by scent if rain weather or double snow weather are in effect. Even works on monsters that detect by sound but track by scent.
Summoners are their own whole 'thing', but generally they are a 'Bonus Damage Coordinating DPS' with the ability to dismiss the summon if it gets to the top of the hate list and they expect this to disrupt party formation or cause the enemy to react by doing an AoE attack in an unwanted direction. (FFXI mobs generally will prioritize their longer range abilities if someone gets hate from further away, and a few prioritize cleaving attacks if multiple people in range have similar hate values, such as 2 DPS near a Tank, multiple abilities can hit people who are not top of list as long as they would hit the Top of List also)
That concludes this trip back to the 00's.