On the subject of Cure V and Cure VI, I think our unique healing magic spells should be more than just enmity-conscious situational (V) and extreme emergency situational (VI). I'd like to see both Cure V and Cure VI get a native bonus to "Converts X% of "Cure" amount to MP" like our empyrean Pantaloons +2, but have the amount relative to healing magic skill.
For Cure V, an example:
Cure amount converted to MP = 0 + (Healing Magic Skill / 150)
A Cure V healing its full potential (eg. 1100) on a target would return an extra 2.8%ish of cure amount to MP, reducing the cost (with +2 pantaloons) to 53MP. Lower healing magic skill would reduce the return, as would healing for less than full potential ("overhealing").
As a result, Cure V's MP cost becomes competitive with IV again, with the added enmity reduction bonus, and Healing Magic Skill has worth for Cure V. This also encourages white mages to use Cure V properly instead of just spamming it without looking at how much healing is actually required.
I haven't used Cure VI since the "update" but it heals significantly less now? I'm not sure what value of Healed >> MP would be required to make VI useful again. Indeed, with IV's new potency VI is even more pointless before even considering absurd MP cost. Something new is required, but I wouldn't want anything really complicated... perhaps have a strong regen as an additional effect based on Afflatus Solace power/Healing Magic skill in tandem with native Cure >> MP effects?
At this stage I'd probably be in favour of removing VI entirely and replacing it with something more creative... a over time healing magic effect that removes one debuff every X seconds based on healing skill? A spell that gives a buff that converts the next enfeebling effect someone recieves into a buff to the attribute related to that status effect's element, duration based on healing skill? I dunno, lots of possibilities.