What you described about Osas is true that they can do all that but they cannot do that all in one build. To be what you described requires the player to be able to max more spells than what is possible. To be a good buffer you will need to only focus on the Earth branch. If you want dpt, meaning dragon, you will have to sacrifice some of the good skills in the Earth branch. If you want to be support, dpt, and a summoner all-in-one you will be so watered down. So you can be a dpt as an Osa, but if you want to also do support you will be very watered down in that category. I honestly do not see why people say to go air/earth to be a dpt dragon or use gobgob since you will be watered down. Also, you cannot get out of dragon or desummon a summon. Of course they said they will change this, but my previous statements remain the same about each style being extremely watered down, and I expect there will be some harsh penalties for swapping between playstyles. On the other hand, Masq won't have this watered down effect since something like water/air can level a healing spell, a shield spell, and either another shield or water spell, and have two map manipulation spells. A Gobgob Osa needs to be pure mono to be what it is meant to be, jack-of-all-trades support/buffer. That is where the difference is. A Masq will be able to do a ton of stuff within the allotted spell pool, the Osa cannot.
Of course, like you said, they could take away some of the dpt, but it still needs something more to separate it from a Sadida. I would like to listen to what you think can allow a Masq to seperate itself from a Sadida .
As for them taking from Dofus, they took some ideas but not so much as many try to believe. The beta Sram's map manipulation is vastly superior to it's Dofus counterpart. There is so many map manipulation combos in Wakfu that it would make Dofus players salivate. Wakfu is much more about map manipulation, Dofus is more about the traps. Also, Wakfu has a disabler/buffer tree. So they do want some similarities but also differences.
Though if they do follow Dofus, it pretty much solidifies that Osas would stay as the jack-of-all-trades buffer in Wakfu since that is what they are in Dofus. So that won't vanish according to that logic . I won't mind some available buffing such as +MP through regular earth spells rather than t just hough Gobgob, but I know that won't happen.
Also, if they were going to make classes similar to Dofus everyone will want a class transformation position since some like Foggernaut will be so different. Even Sadidas would be extremely different since they are AoE based in terms of spells and their dolls are really nothing much but annoying disablers in Dofus. The new class revamps after Panda will more than likely be refining the already available concepts for most, though some like Ecaflip will get a huge overall by changing the gambling aspect from pure luck to one based on gambling on what will occur in the next few turns such as a spell that will heal the target when they get hit one turn by an enemy and the following turn receive double damage when hit. Thus, whoever has that state will want to get in a safe location by the time the double damage turn roles around.
Along with a reduction in dpt, what strange mechanic would you propose to balance out the shields and healing ability on Masqueraiders, and what other features do you think will be good to make it different from Sadida? Also, how would you see Masq shields function? What do you also think about Masqs having HP stealing abilities since we don't really have that type of class in Wakfu?
I don't know if you would like this but this might be a way to make Masq shields unique:
It will of course us the HP shield idea I mentioned earlier where it will add something like 1000 HP or whatever to max health. The shield will of course receive all incoming damage and stay there until it is all used up rather than lasting 1 turn. But there is a twist. The player will receive some permanent damage that cannot be healed, meaning the max HP of the player will go down. Furthermore, the various shields can only work in certain scenarios such as against CC or ranged damage, but the player will receive a minor buff as well when hit with the shield up in these scenarios.
Masqs could also have spells that provide some minor permanent damage. Just some ideas. Heck, you could have the whole class be based on various shields, HP stealing, and permanent damage. I would find that interesting. Of course there might be like 1 healing spell, et cetera as well. You more than likely will disagree, but it does not hurt to throw ideas out .