So, what you're asking here fits pretty firmly under the umbrella of "what even is an odd job, tho?". And, I actually plan on tackling this question to some degree in my diary (once I'm done with the DPS calculation nonsense lol), but I think it's actually a pretty complicated and nuanced subject that evades any simple & easy answers.
In general, there are a lot of ways (countless ways, really) in which you can build your character that cause it to be suboptimal in some way, compared to "the meta" (as you say, "the character remains unoptimised in some way compared to the meta in the long run"). But although this set of builds may be unbounded — or at least, so large as to be effectively unbounded — only a comparatively small number of them make sense to treat as "odd jobs" in the modern sense of the term. To give some examples of suboptimal builds that we wouldn't consider to be "odd" in the relevant sense:
- Any build that is "bloodwashed" (a misleading term that actually has nothing to do with washing; bloodwashing simply refers to spending AP on HP) but is not pure blood, unlike blood warriors and blood dits.
- A swordman/spearman/DK who only uses weapons that are speed 9 (the slowest speed available in-game) and also refrains from using "Booster" skills entirely.
- Any Sleepywood-locked character that is not already odd-jobbed.
The list here can go on effectively forever.
We generally expect that "odd jobs" are pure in some way, in order to maximally contrast with the purity of highly- or completely-optimised builds that are the mainstream. When I say this, you should be reminded of the earliest stages of MapleStory as a videogame (roughly 2003~2007 or so), in which this "purity" was a lot less important; back then, highly- and completely-optimised builds were scarce or nonexistent, as the game was still poorly understood, and people experimented with stuff, including, for example, adding a bit of STR on their mages to make the early levels easier (and perhaps also to equip weapons like the Mace, Iron Mace, & Fusion Mace).
Nowadays, things are a little different. MapleStory (this could apply to post-BB versions, but we only care about pre-BB versions, so it's implied that I'm only talking about pre-BB MapleStory) is very well-understood now, and so mainstream builds are typically highly optimised, which polarises the difference between odd jobs and mainstream jobs. Furthermore, also as a result of MapleStory being well-understood now, even characters who strictly adhere to a platonic ideal of some particular odd job (I'll use dagger assassin as a toy example) can be highly optimised to the degree made possible by their strict restrictions. In the case of the dagger assassin, these restrictions include (and are limited to) only taking 2nd job advancement as an assassin, and never attacking unless wielding a dagger. This exacerbates, in my opinion, the need for strict restrictions on what an "odd job" is, so that odd jobs maintain their identity even in the case where all of the following are true:
- Many (read: most) mainstream builds are highly- or completely-optimised.
- Many odd-jobbed builds are highly- or completely-optimised.
- Some builds (odd-jobbed or not) are not highly optimised, and thus occupy a grey area w.r.t. their raw "power" in exercising the skills that they have.
Now, I say that "[t]his exacerbates, in my opinion, the need for strict restrictions on what an 'odd job' is", but I don't want to come off as dismissive of experimental and/or aesthetically-focussed builds. The fact that we use the term "odd job" is simultaneously fortunate and unfortunate. On the one hand, the term "odd job" correctly emphasises that odd jobs are jobs in their own right; they have their own restrictions (just like the jobs laid out by Wizet/Neckson place restrictions on what equipment you can wear, what your base stats are (e.g. warriors must have ≥35 base STR), etc.), their own playstyles, etc. But on the other hand, the use of the English word "odd" is perhaps unfortunate; "odd" is a pretty general word that can apply to just about anything that is perceived as being "off the beaten path" by any degree, slight or otherwise.
Ultimately, whether or not a particular set of restrictions counts as an "odd job" or not can be a tough call to make. You can make arguments one way or another, and the kinds of arguments that we make in Oddjobs (the guild) may differ somewhat from the arguments that others might make. But, ultimately, that's OK; builds that are off-the-beaten-path, but not restricted in a way that we consider "odd" per se, can still be perfectly good experimental builds and/or aesthetically-focussed builds (when I say "aesthetically-focussed", I particularly have in mind one suggestion I got, in which you pick an NPC and try to emulate its look and behaviour as closely as possible).
In your particular case (blood dit with a base LUK capped around 50-ish, for the purpose of equipping a particular item), you could argue both ways:
- On the one hand, this could be seen as so "close to" a blood dit that it may as well be one, and we can make a slight exception here, and just call it a blood dit.
- On the other hand, this build fails to follow the restrictions of the "blood dit" job as traditionally conceived (and as conceived by Oddjobs), so the best we can say about it is that it is a "heavily bloodwashed bandit".
Personally, I like to see odd jobs having a clear identity of their own, and so I lean more towards the second item in this list. But, regardless of what people's opinions are (including my own), you are always welcome to join Suboptimal (the alliance which includes the Oddjobs guild), even if it doesn't end up being as a member of Oddjobs. In particular, Flow (another member of Suboptimal) has no restrictions on who can join (Flow is a member of the alliance largely for its majority-permabeginner population), and we pretty much always talk in alliance chat anyways, so you'll still be just as much a part of the family.
Or, if you really want, I would be willing to make an exception (and I've thought about the possibility of having to make such an exception for a long time now), and to invite you to Oddjobs so long as you keep your oath — although, as you get higher-level and get better equipment, you can probably drop your base LUK to 4 or close to 4 anyways, due to LUK from gear.