Currently, in most instances, unless enemy is resistant to physical damage or it is too dangerous to stay at meele range, magic damage jobs fall far behind in damage dealing output compared to double march/LastResort/Hasso/Haste+25% meeles. Addition of Delve weapons (2x D rating compared to non-Adoulin weapons) made this disparity even worse. Even coming magic changes with examples given so far won't change it.
One idea I had awhile back was to increase Elemental Magic's (and possibly avatar nukes, automaton nukes, BLU nukes, enspells, maybe even Wildfire?) damage the closer you are to enemy. Being at meele range would make your nukes do 2x more damage compared to staying at max casting range. One of reasons magic damage has lower output compared to meele damage was that mages can stand back safely out of harm's way whilst dealing damage. But if the mage is right next to enemy, and god forbid, is even engaged, that reasoning no longer applies.
It's not really anything game breaking, but would be a bone thrown at all the meele-mages out there (anyone still remembers why RDM has 3 legendary swords and one legendary dagger at their disposal or what for Claustrum was made?) and Geomancer whenever they have to stand bored next to enemy applying DEF-/EVA- debuffs so all the meeles can have some fun.