Wall o' text.
Sure, we can argue the merit and good in this, and what possibilities there are. But even if a unique build was found, it wouldn't stay unique. By nature, people would notice and realize and talk about how well it worked, and others would try it, leading to others trying it, till it became one of the cookie cutter builds in it's own right.
I feel for the people who don't like min/max cookie cutter builds, because I'm one of them. I want to be able to do some wacky shit with my stats sometimes, if I get some random idea, just to see how well it works. I like doing things differently, and having multiple options available. But there is no point in assigning points that offer no functional advantage.
Playing a pure DD and assigning points into mage stats "so that you can change" gives you nothing on the DD, just takes it away. And while I don't know quite how effective mage abilities may be on the DD near max level, in a large group setting I can't imagine it would be nearly enough to be worth the sacrifice in the majority of instances.
This isn't being different, it's just wasting potential base stats so that you can change to another job "at some point" and then do the same thing on that job. While you're on either, you have x amount of potential gain squandered at any given time, giving no functional advantage.
It isn't even like you can change jobs mid-battle, to argue the "red mage" factor at being slightly less but capable of everything, you're still being limited to the job you engage with. So during any given battle with any given mob/HNM/whatever, you've got x amount of potential stats giving no advantage whatsoever.
No matter how much we want it, no matter how much we try for it, six months in those builds will be there. No matter how much we argue for uniqueness and what a hybrid allocation can still bring to x job and y job, 6~12 months in all but the whm/thfs and war/whms their ilk will have given up on it, at least in group settings, and considering the time requirements to reallocate stats, likely given up on it entirely.
Because fighting high level mobs that pose a challenge to large groups/alliances of players require you to play at the peak of your game, to have many people specialized in specific things to reach a level of performance not otherwise attainable.
In XI each job automatically assigned stats, other games each class/job automatically assigns base stat increases per level increase. Each job has it's own. I see no reason why each job should not have their own now, with allocation. Does it allow for fast changing from one extreme to another? Sure. But you earned both extremes, they weren't handed to you. You leveled both jobs, so you should have both jobs base stats available when using them.
I've seen several potential fixes in this thread, and I'm sure there are more aside from simply "removing stat allocation".
There isn't really anything wrong with stat allocation, as long as it's limited to each job, for each job, like stats are in every other game. You can even make them have to earn them for each job instead of physical levels crossing over at all. Will there be cookie cutter builds? Sure. But isn't automatic allocation a cookie cutter build anyway? Already you've got a lot more flexibility on every job than there would be otherwise.
Introduce a quest line, accessible to everyone, that gradually becomes more difficult and requires a higher level, that will let you reallocate more of your stats at once. 10% every 15 minutes~1 hour becomes 20%. Then 30%. Till eventually you're able to change over stats completely every 15~60 minutes.
Leave it how it is, for minor changes and tweaks in the field, but allow a free, no cooldown (ala mog house moogle) reallocation in town so that if you suddenly need to tank tonight, or not tank and be the healer, or whatever, you're able to function effectively in a game that promotes multiple jobs. I can't see the future, and I don't want to have to try just so that I know that I can't be allocated on one job and suddenly something changes or someone doesn't show and I need to use another.
Hybrid builds are for games that don't allow stat allocation. That's why you gain a little bit of everything as you level, automatically. The entire point to allocating stats is to min/max your job's strengths.
To some extent Hyan is right, there may be a point where depreciating returns make it much more effective to raise another stat. We'll all discover this point, and most will probably accept it and be fine with it. Then there are the people who paid millions of gil for items in XI that would give 1 extra STR or INT in one slot, and do that for multiple slots, simply to white box or maximize to reach the pinnacle of what was possible to attain for that job.
There's nothing wrong with people who want to force that hybrid build, but most will ultimately want to play their given job as well as they can, and that will require at least some level of min/maxing, whether any of us like it or not. It's that, or remove allocation entirely. Because that's the only reason for it, whether we like that or not. I can only imagine they have something else up their sleeve, some other part to it we still haven't seen, because in a game that promotes multiple jobs on one character and changing between them on the fly, putting in a system designed for min/maxers and then deliberately sabotaging it seems pretty counter productive.
tl;dr
Whether we like it or not, we accept it or we don't. We all have opinions one way or the other, but I myself can't understand the point in putting in two contradicting gameplay systems (point allocation and multiple jobs that can be changed to at any time, while preventing you from freely redistributing stats on different jobs).
People arguing in favor or in it's defense, seriously. Most jobs that include it only allow you to have one class/job for a reason. Games that allow you to use multiple jobs have stat sets for each job for a reason, because different jobs have different sets of stats. Letting you have multiple jobs, and allocate points, but not do it for each job separately sounds like awful design.
I really hope something is done, if they're going to charge $3 for every additional character, and $1 for every extra retainer per character.
XI Wiki


.
