We interrupt your rating of PS2 to catch up on rating a cast from a much better game
Bravely Default (Hard mode):
Freelancer: Some quality of life stuff, Ise-no-Kami being good in C1, and Mimic existing late for people who care elevate it above existing, but otherwise lol. 3/10
White Mage: Yeah I dunno how you justify lower than a 9 here, even with the bad offense. BD's not a game where you want to do without a dedicated healer and WM's skillset is pretty much the best at it, though maybe Salve-Maker could pinch hit if you hate the class and refuse to use it or something. Never mind that Angelic Ward is pretty good and that there's worse things you could do than dip into the class for Staff Lore for randoms since those actually have a period of goodness for physical classes. 9.5/10.
Monk: Well Iron Pole (or that free C3 Diamond Staff) Crescent Moon is pretty good at efficiently dealing with C3/4 randoms, and Monk does have both good STR/AGI and a natural S in staves, so that gets you above Freelancer. Still, it's not like that's particularly hard to replicate, and the class kind of blows before then, doesn't have a whole lot to offer, and is straight-up outclassed after. 4/10.
Black Mage: Well they slap things around in C1 and could be worse in C2 but past that they just aren't that cost-effective compared to other options. Doesn't really help that BD stacks the deck in favor of fighters so Spell Fencer ends up doing what BM does better anyways for less MP to boot. Pierce M.Def helps but it only feels worthwhile with Meteor and it's too little, too late there since you have better ways of dealing damage by then anyways. But since you're not really going to be making a competitive mage build without this, 5/10 works.
Knight: So yeah, two-handing, it's pretty great. Stomp's also good in C1/2, and it has some pretty good stuff to offer later down the line too. 7.5/10.
Thief: Well those speed boosting passives are nice, I certainly noticed not having them in places before I went to get them. Past that uh they can use bows I guess. Better game for stealing than many but I'm not overly impressed there. 4/10.
Merchant: Exists. More money is nice, but it's attached to Freelancer-level stats (aka ewwwwww) and a fantastically worthless skillset until JL10. 2/10.
Time Mage: So yeah, speed instability kills on Hard and TM goes a fair ways at helping with that and Meteor is the other piece to the make mage damage competitive late puzzle. Too bad about the class doing pretty much nothing for offense by itself until then, Earth hitting weakness on practically nothing = who cares. 6.5/10
Spell Fencer: So yeah, like I said, Sword Magic ends up doing the BM thing better for cheaper thanks to the system and it's pretty front loaded on when it gives you the skillset to boot (seriously, you get Lv5 Sword Magic before JP reqs start skyrocketing and you might not need even that much). Adding weakness hitting, status, or draining to pretty much everything good that's physical? Yes please. 7.5/10
Ranger: They uh use bows. Species weakness hitting I guess but they miss humans and you do better for crystal bosses anyways so why care. 4/10.
Summoner: Exists. Slow mage class that's bad at hitting weakness until most of the way through C3, pretty inefficient against most bosses even when they can hit weakness, and gotten when you're not far off from Crescent Moon anyways so who really cares. Class is pretty much a dead zone for support abilities too. 2/10.
Valkyrie: So yeah, Crescent Moon, it's pretty great, the class starts with it and it's MP-free physical MT and it's like at least half of the class's worth. Not really worth the same score as Knight/Spell Fencer since the class doesn't really offer anything else that's impressive but really being able to chump a bunch of C3/4 formations for relatively little effort and expenditure, particularly on Hard where allowing randoms to get turns at that point is inadviseable, is worth at least an average score by itself, and you really could do worse for a midgame physical carrier. 6.5/10.
Red Mage: Well the BP-related passives are cute and have some application. Otherwise, *flush*. Having two skillsets for the price of one is only worth something when both skillsets are good and the BM side is pretty bad by the time the class comes. 3/10.
Performer: So yeah, MT buffing, it's pretty great. Being able to dole out BP to someone else when you don't need to buff is also pretty great. There's not *much else* but who cares, the skillset could be attached to a complete deadzone of passives and Freelancer stats (which admittedly it is very close to) and still be an 8/10.
Pirate: So yeah, debuffing, it's pretty great. Gamebest STR and Axe Lore are also pretty great. Durability isn't that great but whatever. 7.5/10.
Salve Maker: Why yes I would like double MP recovery. Ultimately not as good as WM but can make it better and can do its own thing in places too. 6.5/10.
Swordmaster: Uh. Physical carrier that revolves around counterstances, whoo hoo. Free Lunch is good, but come on, you gotta offer a bit more than that when your skillset involves that much hoopjumping to make serviceable. 3.5/10
Ninja: Hello cheese. Hello not much but cheese. 6/10.
Arcanist: Holy crap those are some lopsided stats. I guess Status Amp has amusing implications against bosses but attached to such a dead zone I have difficulty caring. 3/10.
Spiritmaster: dat skillset. Oh yeah Holy One is ridiculous for healing too but mostly dat skillset. 9/10.
Templar: Well they have some nice passives at least and there's certainly far worse than Rampart, but aside from those things who cares, outclassed by Dark Knight which comes a dungeon later and wouldn't be that great even if that didn't exist. 4.5/10
Dark Knight: So yeah, never mind. Good stats on the physical end, great skillset, good weapon/armor affinities, good passives, exceedingly trivial downsides, this is basically everything good. 9/10.
Vampire: So this is kind of weird because that dragon sidequest exists and at best you get the class a dungeon before Dark Knight and on the surface it emphasizes randombusting when that starts to be not very useful. On the other hand it's far from a lost cause against bosses (worse than Dark Knight but WHAT ISN'T) and carries some pretty nice passives to boot, especially that last one, what the fuck 50% autorevive for 1 SP, so yeah, can't really justify a below average score and I certainly can't justify a 1. 5.5/10.
Conjurer: A mage carrier class with a skillset that poor obtained that late? Yeah no. 1/10.
We now return you to your regularly scheduled ratings.