Just some random ideas:
Initially make it similar to a PUP, except with no puppet. H2H skill, good evasion, etc.
Give Mime a trait that allows it to switch weapons and only lose 40% of TP at a very low level, so it could be subbable. A Mime that levels beyond 49 will get further enhancements to that trait, allowing 25%, then 10%, with AF gear allowing no TP loss at all.
Can equip most weapons in the game, but has an "F" rated skill in all of them besides H2H. Is able to use no special weapon skills from other weapons. Can "Mimic" a party member Via "Weapon Skill Mimic" to allow a B skill in respective weapons as long as that player remains in the party and naturally has an A- in that weapon category naturally. All weapon skills and Ex weapon skills would thus become available to the Mime. This is also a way for a Mime to get a better H2H skill if a Monk is in the party.
Mime can use no magic spells initially. It also has no magic skills at all. Has an MP pool similar to Red Mage. Mime with a scholar sub would be an effective hybrid, for example.
You can only Mimic magic spells if the magic spell used is high enough level for you to initially use it. For example, you could Mimic "Freeze" as a level 50 Mime, but not if you were level 49. This means Mime subbed cannot use Freeze, although it could MImic something like Refresh, Convert, Utsusemi, etc. All cast times stay the same.
You are allowed to choose two players to either "Magic" "Weapon Skill" or "Job Ability" Mimic. (One if subbed, and three with AF), and only one JA and Magic ability can be activated simultaneously and only have a thirty second window to be used. You could use a "Magic Mimic" and "Weapon Skill Mmic" on the same player, for example. It would sometimes be attractive for Mimes to keep their H2H and use a Magic and Job ability Mimic with a SCH sub. Would have access to BLM, and things like Berserk. Would lack MAB, though.
The ability to start your mimic on a player has a two minute cooldown. Each "Mimic" has a twenty second internal cooldown on each JA and Magic after you choose to use the Mimic. If you receive an unsatisfactory Mimic, you may cancel it with a seven second cooldown. The seven second cooldown adds seven seconds to the internal cooldown of JA/Magic. For example, if a Ninja used Suiton: Ni, and you wanted Utsusemi: Ni, you would cancel it with the seven second cooldown, but if he used Utsusemi: Ni right immediately after, you would have to wait seven seconds to actually use Utsusemi: Ni, and would then suffer the twenty second internal cooldown.
Would be meritable to bring the two minute "Mime" Cooldown down to 1 minute, making it exceptionally more skill capped at higher levels (Mime one Ninja, then after you get his utsu cast, swap to another and then get his utsu cast).
If played with coordination, it would potentially be possible for a MIM/NIN to use Utsusemi: Ni twice in 37 seconds, and still have Ustsuemi: Ichi. It would also be possible for a MIM/WAR to Provoke twice in five seconds, and still use Utsusemi: Ni every 37 seconds.
It would have a high skill cap, and played with coordination would become border line OP. It wouldn't be OP without other players properly supporting the Mime, so it isn't like it would be a broken job.
Edited, May 19th 2013 2:49pm by Zafire
____________________________
Hume male, Zafire, Server: Sylph
50DNC, 50SMN, 50BRD, 50SAM, 50DRG, 50WHM, 52THF, 52COR, 52MNK, 58BST, 60WAR, 67PLD, 69PUP, 75RNG, 75SCH, 75BLM, 80NIN, 80DRK, 85BLU, 85RDM
Retired since February 2011.
All SJ's capped for LVL99!