I...actually must disagree in regards to removing a cap on Cure. While it'd make more use out of Cure (II, III), it'd also greatly lower the use of Cure V which would additionally lower the value of WHM in general, since if RDM had access to uncapped cures, then they may very well take more priority as healers than they already do in some situations; this was in fact an issue in the past, which is why RDM got Cure V removed from their spell list.
Another issue with removing the cap of cures is that it'd somewhat remove the semi-static amount of hate generated by the fixed amount of HP restored. While potentially curing yourself for more as a PLD, thus getting more hate is always a good thought, you'd also need to consider it could potentially cause many more hate issues for WHM, RDM, SMN, BLMs casting cures.
Not to mention that monsters generally have much much higher base stats than players (and their healing magic skill may be nightmarishly high)...not saying higher cures wouldn't be useful, but I do think it'd cause more problems than it's really worth. Rather than remove a Cure cap or such, they could just go about with another JSE set or such that gives perhaps 1-3% potency per piece. (though in THAT case, I'd still like to see a L70 MNK, NIN and SMN JSE first)