>>3840011
Yeah and it's a semantic artifact.
Although it's reasonable to say that "job system" wouldn't be a good name for the materia system, if you are unable to recognize that the materia system is much closer to the job system than any other system of character development in the series, it means you're stupid.
In 1, 4, 6, 9, and Chrono Trigger, each character has one, permanently-assigned class.
Characters may only have traits and use abilities from their innate class. These abilities are always available once unlocked. And even where stats may be modified, the baseline stats are strongly aligned with their innate class.
In 3, 5, and Tactics, characters have no assigned class and a generic, mostly-neutral stat baseline. Characters select a job and sub-abilities as if they were equipment. Changing classes and abilities is instant, the character loses access to former abilities and instantly gains access to new ones. Character stats are instantly modified to reflect the selected job. Jobs can be swapped in and out with no character penalty (3 has a small cost).
FF7 - Characters have no assigned class, just a generic, mostly-neutral stat baseline.
FF7 - Characters select materia as if it was equipment, changing abilities is instant and characters lose access to former abilities and instantly gain access to new ones.
FF7 - Materia modifies the character's stat profile to align with its nature, the same way jobs and subjobs modify stats in the job games. (eg magic materia boosts magic stats and lowers physical stats)
The only innate character traits in FF7 are limit breaks and weapon selection. And while limit breaks can appear to assign a "class" to a character, limit breaks are not routine-use abilities and don't substantially define how a character plays in battle. In most cases, weapon selection just mildly encourages or enhances certain build approaches.
It's obvious that 7 is more like 3, 5, and Tactics than 1, 4, 6, 9, and CT.