Besides SE finally responding to the community about PLD's plight, there's nothing noteworthy in this thread.
I'm glad SE aren't going to boost PLD's attack like all the morons have been lobbying for. Their response of 'that would be overpowered and broken' sums it up, and its actually the first time SE has migrated away from their vague responses and comments about job specifics. This I like. I hope this candid dialogue continues and they don't return to their old ways of having political speech writers re-word and chop down every public comment they make.
If anything, SE needs to find a reason for PLD, as it currently exists, to be involved in current and future scenarios / situations.
Hate cap / Enmity mechanics was the most obvious and popular method by the community. But it looks like they have some issues there with the code. (they just revamped the enmity issues in FFXIV with no probs)
ATK and Defense both need to be adjusted. Capping at 999 on both was designed for a world full of Lv.75 players. (Actually Lv.50 if you wanna be more precise)
Removing the ATK and Defense cap poses other problems though, but it would also give all the "math" people something to do with their nerdy free time after they fail to get laid this summer.
A way to make PLD effective would be to grant it the same type of tweeks that RNG has constantly "suffered/benefited/suffered/benefited maybe?/idk anymore" from.
For instance, grant PLD a damage taken % reduction bonus based on current lvl vs mob's lvl.
Make it kick in on mobs above IT @ Lv.99 only.
Of course the new HNMs they're about to introduce would need to be so aggressive that it would make using DD-tanks a visit to "ouch town", but it would also allow PLDs to be granted enough of a defensive bonus to effectively be a tank.