Since you seemed to like my solution to the healing issue I posted a while back in terms of adjusting the caps of spells based on healing magic skill, to provide separation from main and sub job healing, as well as giving SCH and RDM more oomph to their heals. I have a list of suggestions reflecting our other casting sides.
This one is really messed up, and their is a way to ease the issue with it essentially being all or nothing. Currently enfeebling skill is what determines our accuracy, that is it. This skill should also be tied to increasing the potency of spells in a similar way that healing magic is meant to increase cure potency. It should also increase the MACC at the same time. Using MND as a secondary mod to increase potency instead of the only mod.
A comparison would be Weapon skill, skills in Swords and Daggers for example increase both Attack power (potency) and Accuracy (accuracy).
What this achieves:
Sets RDM apart from other casting classes who share enfeebles, mainly BLM and WHM.
Allows a RDM to gear for both MACC and Potency instead of one or the other.
On top of this change I personally would like to see Paralyze able to prevent mob TP attacks, if this means that players must see the same thing then so be it. It always makes me chuckle when my arm is so paralyzed that I can't swing my sword, but it magically disappears when I swing my sword to Weapon skill.
In a similar vein to Enfeebling, this potency increase should cover all enhancing magic spells not just a select few. All enhancing magic spells should see some form of scaling based on skill levels.
Examples of this in game are BRD buffs, everyone of their buffs scales with their skill level of combined singing and wind/string.
What this does
Demonstrates RDM's highest ranked enhancing skill by allowing it to buff better then a WHM or SCH on buffs they share (such as haste)
What I would like to see in addition to this, allowing us to use our buffs on other people, Bar Spells Gain spells and Temper primarily.
Again a similar vein as the previous two.
Allow for elemental magic skill to increase potency on nukes as well as MACC.
examples in game would be again combat skills, but also summoning magic.
These changes would ease up a lot of gearing restrictions RDM deals with, as well as make our spells slightly more useful in the sense they are not static all or nothing type spells.
On top of the perks to RDM, these buffs will also work on other jobs who can benefit, which is WHM BLM SCH. The key difference is that RDM (and SCH) will be the standouts in 2 areas where WHM and BLM will each have their own unique niche.
WHM = Healing Divine
BLM = Elemental Dark
RDM = Enhancing Enfeebling
SCH = Enhancing + Healing or Elemental + Dark, and Enfeebling (though it has no native enfeebling spells BALANCE!!!!)
There is your building block on how to fix the issues with RDM casting, now you just need to make our group 2 merits scrolls, give us the T3/4 versions, allow our debuffs to actually land on NM's.
In addition to that if you have an issue with the movement speed on gravity remove it. Get it off the spell. Call the spell Demi and slap a damage modifier on it.
Demi I - T1ish nuke DMG + Eva down
Demi 2- T3ish nuke DMG + Eva down (increase MP cost to reflect T3 nukes)
and to make it even more RDM like base the potency and macc on enfeebling.