Okay, now that we have a stat topic with numbers, time for assessments on Bravely Default's jobs! Those take my usual interps in mind (harsh on items, 25% SDs, what have you).
Freelancer: Wow, 34HKO damage, guys. It takes -Mint- to lose on offense to these guys. And, in fact, their game is rather Mint-like indeed: Endure x2, spam Treat, reapply Endure as needed and alternate 3% damage thwacks and Defaults in order to slooooooooooooooooowly whittle down their opposition. Possibly worse at spoiling low-resource, decentish-damage types due to the healing being nowhere near full, but at least they get -some- status spoiling and Stand Ground is kinda useful when your fights go on for so damned long. Low Light.
Monk: They really like getting the HP Plus skills, holy crap that defense modifier. That said, we have an overkill damage cannon - which can be either ITD or pure physical for exploiting low defenses - running off below average speed. The higher durability/speed setup sacrifices a lot of damage, but being above average speed can be the difference between winning and losing against the frail. High Heavy at worst - she doesn't like counters or good evade, but them's the breaks.
White Mage: Welp, the costs on Curaja and Holy just aren't very helpful for the stalling White Mage attemps to pull off. Reflect and Dispel have situational uses, though Reflect ain't great synergy with her durability spread. The main problem is she spends 640 MP to cast the eight Holies she needs to kill average, so she has really no room to play a defensive game if she wants to win before the next ice age (at which point she may well run out of MP anyway). She'll never kill anyone she needs to heal against without heavily sparing resources, and good luck finding someone WM doesn't need to heal against with that durability and offense. Light you go.
Black Mage: 0.75 pdur running off below average speed is a fine way to get yourself killed before getting a turn. On the other hand, you're REALLY in for it if Black Mage gets that turn: nearly 1.5x PC HP ITD overkill in dark damage or 1.1x PC HP in other three elemental flavors alongside horrendously accurate ID, Silence and Sleep in case the burst overkill ain't enough. Black Mage is brutally good at ending fights fast and it -really- shows. Drain isn't terribly relevant, but it ain't too bad either. The sheer offense even has room for further improvement (a second Poison Rod and a Mage Hat provide substantial Magic boosts), but that'd likely get Black Mage OHKOed by -Lights- and also sacrifices further speed, so I don't really see much of a point. Pretty much Rydia's logical extreme and likely a Heavy/Godlike. I'd consider Godlike straight if he had above average speed.
Knight: More one-rounding goodness! Better get used to this in this cast. Only this time we get our first bonafide physical tank - I'm not sure quite how much I respect Knight's effective physical immunity, but it's safe to say he at least puts Mog to shame with his def-maximizing setup. His killer turn isn't as impressive as what we've seen so far (1.17x PC HP? That's pretty feasible to survive) and it runs off a physical attack (so, vulnerable to good, comprehensive evade), but anyone below that either OHKOs him, statuses him or dies, which is awfully hard to do even with magic. However, he's a sitting duck outside Shield Charge: he can't possibly pressure people who survive a single Shield Charge string (while Monk has the possibility of engaging heal-locks, hoping for a P. Atk boost and also entirely bypassing defense, while Black Mage has an array of status at his disposal). Also, being considerably slower than his fellow OHKOers so far, it's actually feasible to, say, outpace him in a race between him Default-spamming for 4x Shield Charge (the physical game with a sword is just pointless). ON THE OTHER HAND, he's a heck of a physical spoiler. Interesting case, in any event. High Heavy likely works.
Thief: Hoo boy, entirely dependant on TB speed interps this girl is. The durability varies from subpar (pdur) to trashy (mdur, that mdef score is -impressive-), but holy crap 4+ standard deviations above average is lower-end WA4 boss speed under my views and TB caps. So, Default, survive a hit, Default, slam a 3-2 against most people and drop 1.35x ITD PC HP on the enemy's head. It's almost like she's playing an Assault Buster game, only trading the crazy high reliance on enemy stats for egregious durability and little way to apply continuous pressure. The parasitic healing game actually has theoretical uses, but I'm not sure how often they'd get to see play given how decisive Godspeed Strike is. Her ability to pressure the enemy at base isn't any better than Knight's and she's even more of a sitting duck after running out of BP. I'm kneejerking, given my leniency with TB speed, she hovers in the Middle/Heavy border (and I'm still on the fence about allowing Default's damage halving) from my end. Gets A LOT worse if you're harsher on TB interps.
Merchant: Welp, ITD 1.6x PC HP overkill, everything else sucks. At least it rams into physical immunity and good evade! My limits on Merchant money spending certainly don't even nearly ram into the damage she can pull off, though she runs into similar durability woes as the other blitzers. High Heavy.
Spell Fencer: Annnnnd we're back to the damageless losers. Spending a turn to buff your damage to 21% average is a waste of time and the best Drain Sword does is outpacing Raja offense. Black Mage's status game makes a return here, though: Brave x4 => Death Sword => Attack x3 and off we go. Unfortunately, this strategy is kinda vulnerable to really high evade and being below average speed does no favors to an ID whore. To boot, none of the other status options are terribly attractive either without a better overall package (the damage's so bad that he's basically -guaranteed- to have a bad run or three with Sleep and Silence only really works against mages with a REALLY bad physical - as in they'd still risk winning running like 7HKO-level backups. Poison might help with that, but uh guys he's not in -Light-). Still, kinda hard to argue with crazy accurate ID off decent durability and statusblockers. Heavy.
Time Mage: From one extreme of the damage spectrum to the other. Time Mage's essentially a non-ITD variant of Black Mage running off similar durability and speed, but sporting a killer turn of fucking 2.4x PC HP. Given how much of a OHKO machine (both ways!) TM is, her speed manipulation and limited evade spoiling games are kinda pointless. Stop serves a similar purpose to Sleep and Graviga, if you ignore the damage cap issues, could also have theoretical uses (75% mHP damage is pretty cool in a vaccuum!). Heavy/Godlike once again.
Ranger: Holy crap Black Mage-level pdur on a fighter and even worse mdur than Thief. At least she's above average speed! Anyhow, past the miserable survivability, she actually misses a two-rounding by -a hair- (physical => Brave x4 physical), and she starts heal-locking average once she has at least 1 BP in store (since she now can afford a Multiburst in the Brave string). Past that, she does two-round anyone below average durability off insane accuracy and one-rounds the frail, so you could do worse - she could also trade some damage for -even worse durability- if she REALLY needs to one-round something. Middle, maybe?
Summoner: 0.66x pdur off Knight-level speed and magic durability only slightly better than Thief, are you fucking KIDDING me? Summoner actually manages to two-round average (and could progressively grow into a one-rounding, but off those MP costs, don't count on it), but holy crap, -Lights- can 2HKO him right and left. Rule of Tim applies pretty fiercely here - on the other hand, Light's also fraught with slow, non-durable types. It's a weird balance. Light/Middle, as Pyro postulated? Could just be a High Light, though.
Valkyrie: It's Kain without elemental resists, a Chaos Shield clone and slightly better damage. Also doesn't get arguably owned by defend whoring. Jumping is actually self-sustaining in BP costs, since every turn where Valkyrie's not in the field means a turn where no BP is spent (thus, accumulated). Still, the same struggles given to Kain apply here, 4HKO damage just isn't what you want when playing a pure slugfesting game. High Light.
Red Mage: Relies on BRAVELY DEFAULT POISON to win the average fight, so you know we've got a winner here. The skillset does some fascinatingly weird things, though, between Reflect, Silence, Sleep, the shoddy healing and Protect/Shell. One of the coolest Lights ever, feels like the deranged test tube child of Melody Vilente and Strago Magus.
Salve-Maker: Storebought-only here. Well, the healing is really awesome and the durability, though sketchy, could be worse. Toxic Item actually isn't that bad for offense (four-rounding is kinda questionable, but can be worked with. Poison is a decentish ripple, as is the MP busting). Unfortunately, Inoculate is only very situationally useful, but what can ya do. As typical, Brave shenanigans also help against the frail. Likely a Middle, all in all. If you allow Dragon Fangs/Norende shop, though, he skips straight to Godlike. That buffing game gets vicious and Feel No Pain is ridiculously good when you have actual blitzing to play a Hail Mary game with (ESPECIALLY if you allow multiple Shadowflares, holy fuck pumping out 2x ITD PC HP on the Brave-blitz with gorgeous impunity).
Performer: So many good buffs, so -little- to use them with. Performer would kill to have healing here, it'd actually give her long-term mileage out of her comprehensive buffing game. As is, you have a fast, somewhat frail slugger whose damage needs to be buffed to reach 20HKO territory (being Mint-level offense otherwise). Puny
Pirate: An actually flexible Bravely Default slugger, why I would never. Both Defang and Shin Smash are great, giving Pirate a nice leg-up on his foes, and Shell Split's damage boost is also handy. That said, the money lies mainly on the killer turn, which, depending on setup, can one-round the frail or just one-round average. Still, having the crippling options is nice. A cool High Heavy.
Ninja: If you're physically reliant and slower, you already lost. Ninja can't really do a whole lot besides that, but the decent base speed and possibility to make it higher -do- make this a pretty high mountain to climb. Weirdass Heavy.
Swordmaster: Uh wow. What a load of work. You kinda can't ignore the stances here due to the massive speed they have - good thing ramming into them just halves damage if he's going for the specialized counters and not even that otherwise! The main problem here is really that the counters kinda suck for damage - I mean, the damage halving on Nothing Ventured and Before Swine means they eventually manage wins against an average stats and damage dueller, but the strategy badly fails against healers - sorta like Leehalt minus. Their damage is just so awful outside counters they can't even really hope to reasonably finish anyone off post-counter spamming. Light/Middle is likely right.
Spiritmaster: Some BD duellers like emulating bosses from other games, and Spiritmaster chose to mimic Augst Henriksen. Loses to anyone who has pretty much any sort of backup to elemental damage and risks struggling even against the rare dueller who doesn't. What a sad fate for one of the game's most powerful in-game classes. Puny.
Arcanist: Yet another OHKOer, but this time he's got above average speed! Which is good, because 0.63 pdur is -ugly- and that mdef won't help matters either. Regardless, his overkill is somewhat easier to deal with, since, in spite of clocking in at over 1.4x PC HP, it's entirely Dark-reliant and also rams into mdef. Corpse could be useful in theory, but I can't imagine who would possibly survive an Arcanist blitz yet fail to drop him in the turns needed for the ID to kick in. High Heavy.
Templar: Welp, I think I -do- allow Default to reduce damage for the Templar due to her unique skill, so she's all about tanking all day with that stupendous pdef and then unleashing some hell. Too bad a 4x Desperation string only deals 73% PC HP, but at least she can mount two of those in a row, so she ain't bad in a straight slugfest and has a decent recourse against the openly physically frail. Heal-locks the frailish as well, so it could be worse - though that has to watch out for the terrible speed. Middle.
Dark Knight: The best durability/speed combo out of the OHKOers, but also the one most reliant on HP. Fortunately, no matter what range she stays at, Dark Knight's going to have a tool to apply one-rounding, be it Dark Nebula spamming, be it the ITD threat of Minus Strike, so you either immune physicals, tank the horrifying offense or die. Lives or dies by blitzing, but it's an interesting razor's edge game. Low Godlike works.
Vampire: What a mess of a skillset. Battle Thirst on whatever doesn't resist it is pretty much guaranteed victory, but I'm not sure what kind of immunity I'd see it ramming into. Past that, he's either relying on shakier status (I mean, Charm and Paralysis are accurate, but have erratic duration and Charm in particular gets undone by any damage Vampire does) or running that fascinating parasitic buffing game, which leads him to slowly tower his way to victory. Bypassing defenses and blocking fire likely makes Vampire weep, but how -often- do you see that combo in play? Granted, either one when status isn't an option already gives the guy problems. Weirdass package, but feels honestly very powerful. Heavy/Godlike, sure.
Conjurer: Stacking Susano-o and Promethean Fire hands her a 96% PC HP killer turn, which is all fine and dandy until you realize she's running off Black Mage pdur, Arcanist mdur and below average speed. On the other hand, the evade setup with Hresvelgr gives her a nice spoiling tool against those reliant on basic physicals - which she uh kinda NEEDS in that case because it completely neuters any sort of offensive game she could possibly muster. The other buffs could be pretty potent, but, much like Performer, just don't really pan out well without healing. Light/Middle, I suppose? Mostly out of the physical spoiling game, which is likely terrifying in Light.