Sounds like people forgot the reason why they created Jobs.
Classes are a baseless entity, while now having some general focus, but still having the ability to interchange and swap abilities, they are still fairly generic.
Currently Lnc, Pug, Mrd, Arc are DDs, they deal damage, with some distinction in weapon-use, and mob favorites, but still fairly interchangable.
Gld, Mrd, Pug are Tanks. With proper gear, and a skilled player, these jobs can out tank each other given the correct situations, and tank equally well in most situations.
Thm and Con are Nukers. This is where they cleaned up the lines however, Thm can't heal for crap, and Con can't compete with fire-bombing. Other than that, the two are equally good at nuking, and in some situations Con is better then Thm, and Thm is better than Con.
This is where Jobs come in.
As classes are baseless (because they are in-fact the base), they provide a building block for creating multiple specializations. If they (SE) removes classes, the diverse selection of job options that SE has planned (and has talked about implementing) falls flat on it's face.
Right now, with the current classes, you have some interesting options that they can implement, I will run with Thm and Con just for an exmaple:
Thm can get a Smn Job that is attuned to Fire and Thunder
Con can get a Smn Job that is attuned to Earth and Wind
Con could get say a straight buffing Job
Thm could get a straight debuffing job
While you have Mrd, which could be a Beast Master, a Knight (High magic resistance, basic magic ability e.g. Shell, reflect think Celes)
Gld they are already talking about getting Dark Knight, doing the whole either be a White Knight (paladin) or a Dark Knight).
Arc has options like Thief, Scout, or the likes
Lancer, you have Drg, and they are discussing a Job that would atually have a wyvern pet, but would decrease the lancers dmg output in-exchange.
Pug, you have Dancer, or Controller (think Sketch ability type stuffs), however, I think Controller is more geared towards bst now. And there are support type abilities (TP for MP MP for TP and the like) that they can play off of.
And there is also the talk of hibred jobs (jobs that require 1 or more classes).
Keep in mind that the classes are meant as a stepping stone, and the design of a two teir leveling system has been a fairly common staple of the Final Fantasy series. There has always been some form of graduation from one to the other, and this time, they have found a very dynamic way of doing this. But, most likely, similar to the design of 11, there are many things that they will go into with this that will be left undiscovered (e.g. there are zone lines in EVERY starting zone of 11 and Zilart that were never expanded on. There are stories from different characters and quests that are open-ended, or never closed, or reference things that are never opened... E.g. the Pirate docks in the one Zilart hamlet... I can not for the life of me remember the name).
Without seeing more of the Class/Job system, and how the job specialization works, it is very hard to judge what the outcome of it will be, but cutting classes because it over-complicates things seems, well, like over-simplification to me.
On a side note, remember, they have 3 more classes they are going to release by 2.0 (unless Yoshi was lying or just teasing about... or they will get delayed). One is Red Mage, the other is Beast Master (again, based on his teasing), both with jobs associated to them (chances are, for continuity, Red Mage will probably be the job of something like Archanist). If they keep the current guilds, we are looking at Arcanist (Red mage), Shepard (Beast master), and Musketeer (thief).