Just trying to limit discussion here to the points you brought up now.
Spell adjustments seem pretty solid. Will they apply to Banish spells in any way? Will the AoE versions see a similar change? Will Ancient Magic see a similar change?
The Merit WS adjustment is a welcome change, but I want to reiterate that it is still not going to ultimately solve the problem. The problem is that a capped (meaning you have to pick and choose what you do) merit system is the antithesis of the job system. We will never be truly happy with anything less then uncapped merits, particularly in the field of WS. There has been an extremely popular thread on the English forums detailing this and how to fix it, and it was ultimately shrugged off. This difference in opinion isn't one of wanting things slightly different then what the dev team wants however, the difference is a deep, core opposition of the reasoning given for the capped merit system, with solid and unrefuted arguments for the opposition to a capped merit system.
This change is far too important for a form of merit that you'd have to pick and choose over some other merit. If this is merited, it absolutely must be in its own category, lest someone just be forced to merit something else for their 2h, ranged attack, or magic using job.
This change is also far too important to fix with some job ability. Most 1h users already lag well behind jobs with Dual Wield natively, and massively behind 2h users. For the sake of keeping player options open when using any job, the fix has to be universally available to all jobs.
Additionally, this change should affect Blue Magic and Hand-to-Hand a well. If making the default behavior change is not in your plans, please consider a quest to unlock the full potential of 1h, Blue Magic, and H2H weapons, similar to how the Gobbie Bag Quests unlock the full potential of your bag.
I'd at least like to see the maximum modifiers for 1h/H2H/Blue Magic raised to the same level as 2h weapons, even if 2h weapons keep the favorable modifiers.
Another option that I'd like to see explored in addition to other changes would be having 1h weapons that are single wielded see the same modifiers as 2h weapons, and perhaps even benefit from job abilities that only help 2h weapons, in an effort to open up more subjob options for certain jobs. I think a deep discussion of this as an additional change would give us more thought towards making interesting and tactical gameplay, even if it is ultimately decided against.
The reasoning for the changes to 2h weapons was that Dual Wield made 1h weapons universally better - well with large amounts of Haste in the game, this has changed, particularly at high levels. We have needed a fix for some time, and I'm happy to see the first steps towards addressing this problem.