A few ideas I think would be interesting:
Weapon: Battle Axe (1 handed), Atlatl
Characteristics: Fearless tribal champions. Abilities would include Counting Coup (Deals no damage but stuns the monster for a few moments. The effect ends if the monster is struck in combat), War Paint (increases or decreases enmity generation depending on what kind of pattern is used), War Dance (replenishes Stamina for party members, including the Brave), Warpath (reduces TP decay significantly while in Passive Mode as long as the Brave is moving).
Weapon: Scimitar, Darts
Characteristics: A warrior that enters into a battle trance through ritualistic dances. Abilities like: Trance State (replenishes Stamina more rapidly), Adagio (increases parrying ability but slows Stamina regeneration), Effacé (You dodge the next attack unless you perform another action before it lands), Coda (a spinning attack that deals AoE damage)
Weapon: Holy Symbol, Candle or Censure
Characteristics: Pilgrims and wandering ascetics that travel the world to experience the traces of the divine. Abilities to grant blessings of the Twelve to party members, some abilities are more potent depending on a target's Name Date.
Weapon: Coat of Arms, Seal of Authority
Characteristics: Agents of city governments who practice the symbolic magic of Heraldry. Powers include Annunciation (grants a party member increased Enmity generation), Heraldic Crest (grants special benefits to the Herald or his party members depending on the symbols he combines into a crest), Authority (enhances the abilities of party members depending on their job class).
Weapon: Club, Sling
Characteristics: Spies, rogues and courtesans. Abilities that highlight treachery and misdirection: Cower (heightens evasion and lowers enmity, but you cannot attack while cowering), Getaway (increases movement speed when being targeted by an enemy), Caltrop (drops Caltrops on the ground, lowers enemy's movement speed and inflicts damage over time), Waylay (stuns a mob and reduces the Knave's enmity), Havoc (causes one monster to become Confused for a moment and attack another), Eavesdrop (discover information about the target monster's statistics like HP, MP, elemental affinities and weaknesses, etc), Prowler (move quietly and unobserved), Slander (draws Enmity, increases Enmity generation each time used up to a maximum of 3 times)
Weapon: Crossbow, Crossbow Bolts
Characteristics: Like Archer or Muskateer, but using Crossbows.
Weapon: Pendulum, Gemstones
Characteristics: A magic using class that uses the power of the mind to focus their magic. Abilities include Hypnotic Regression (Grants a party member a special ability based on his class, an ability that can only be accessed when under the effects of Hypnotic Regressions), Slumber (puts an enemy to sleep), Mesmerism (causes an intelligent monster/beastman to follow your orders and fight for you), etc.
Weapon: Scales, Abacus
Characteristics: Traders and sellers of goods. Abilities such as Entrepreneur(Gains extra bazaar slots), Haggle (ability that allows them to retain a percentage of gil spent during transactions with other players--the other player still gets the full amount of gil, but the Merchant keeps a small %), Barter (lower prices from vendors).
Weapon: Stringed (Lyre,Harp,Fiddle), Wind (Flute,Horn,Bagpipes,Voice), Percussion (Drum,Maracas,Some kind of steampunk accordion/portable pipe-organ type instrument), Music sheets
Characteristics: Like Bard from FFXI, but by combining different instruments and musical scores, different effects can be generated. When a Minstrel activates his abilities, it alters the battle music.
Weapon: Pitchfork, Trowel/Spade
Characteristics: A gatherer that, using pouches of seeds, can plant crops in the wild. He gains abilities to nurture the crop over a period of time, until it grows and yields items that only he can harvest. Abilities would include Sow (plants seeds in the ground), Tend (increases the likelihood of a beneficial yield), Reap (allows you to harvest from your plot of land), Tithe (allows you to open your field to harvesting by other Peasants and Botanists in his party).
Weapon: Scalpel/Leeches, Medicines
Characteristics: The Physician can grant bonuses or remove status ailments, in addition to curing damage, by administering tonics and decoctions, and performing procedures to align the elemental humors within the body of his patients.
Weapon: Shovel, Dowsing Rod
Characteristics: A gatherer that can dig for buried items and treasure. Can track down treasure chests using a dowsing rod.
Weapon: Net, Leash, Collar
Characteristics: Basically beastmaster from FFXI, but instead of "charming" mobs, you capture them and domesticate them, altering their behavior through the use of your abilities. Abilities would include: Snare (binds a mob, preventing it from moving for a short time), Collar (captures a monster in the wild using crafted collars, allows you to name the monster), Whistle (summons the monster to fight for you, but you must periodically feed the monster or it will wander off when it becomes hungry and must be summoned again), Unleash (directs the monster to attack a specific target), Rein In (calls the monster back to your side), Punishment (Makes the monster less likely to perform a specific action on it's own, such as using a special ability/weapon skill--the effects degrade if the monster is K.O.ed or allowed to wander away from hunger), Reward (Makes the monster more likely to perform certain actions on their own, likewise, the effects degrade like Punishment).
Weapon: Walking Stick, Compass
Characteristics: Gypsy-like travelers that gain experience by traveling to new places, talking with NPCs and finding "shortcuts". Abilities would be: Wanderlust (increases stats while as long as you keep moving. When you stop moving, stat increases begin to decline), Navigator (allows you to set markers on your Map that can be used to navigate), Trailblazer (Increases movement speed when a certain distance from towns or camps), Pathfinder (allows you to find "shortcuts" that essentially allow you to "teleport" to the location of one of your map markers, but it costs a lot of Anima to do), Malocchio (A gaze attack that frightens monsters off if they are facing the Wayfarer, or curses them with status ailments, making escape easier).