I'm not sure why you guys keep pointing to the holy trinity of tank, DD, and healer because that isn't the model for this game. What role does a SMN, BRD, COR, and to my knowledge a RDM fit into? They are buff/debuffers. Where is that in your holy trinity? I would honestly like an answer because that is generally what I play.
The model for this game is the original 6 classes you are allowed to play, or at least it was. WAR, MNK, THF, RDM, BLM, and WHM are a well balanced party. The WAR will tank and DD, the MNK and THF will DD and move the hate around when needed, the BLM will burst, the WHM will heal and AOE buff, and the RDM will do buffing/debuff to relieve the MP burden from the BLM and WHM and do anything they can to assist them and will melee so that they contribute more. The party will have little to no downtime and will be able to take on almost any threat the game can throw at 6 people without them needing a specialized team to deal with it.
The way I see my role in a party as a RDM is that I am everyone's best friend. I debuff mobs. I buff allies. I back up heal. If I'm doing all that, I don't have the the MP to do anything else besides magic burst. Because I have Fast Cast and Convert, I have the time to do decent melee damage in between spell casts and I don't have to sit.
Situation I'm addressing
There are situations where I am not going to as effective. When mobs are immune to debuffs or they die too fast for it to matter, i become significantly less effective. Enfeebles are cheap and effective. I also cast them faster than anyone in the game, so I'm saving another mage casting time by doing it. Not casting enfeebles doesn't mean I have a ton of MP just sitting around to drop nukes. I'll run out of MP and I won't be back up healing.
The alternative that I would be asking for is to be able to make up for my lack of utility with increased melee damage. It is already MP efficient to cast an enspell and melee mobs. That is the solution I am looking for to fix the lack of growth that RDM has experienced 75+ in it's melee. The current Enspells are not good enough to support RDM being an actual class when our only A rank skill is taken away from us. We need damage that is at least in the same ball park of a DD to function in an environment that deems enfeebling magic ineffective.
The argument that everyone will play RDM is utter garbage. Enfeebles don't stack. Buffs don't stack. Healing does. Nuking does. Melee does. Any DD can /WHM or /DNC and get the same utility that a RDM has with healing, but even with a /DD a RDM can't out damage an equally geared DD. So long as your tank is doing their job, more damage is still going to be more damage.
Enspells don't stack with other job abilities, nor do they stack with weapon skills, nor with other additional affects such as sambas or even criticals since they don't alter your base damage. A DD/DD generally has their original classes's strengths multiplied by their sub jobs. A DRG/SAM has store TP for their jumps and has Hasso for their auto attacks and TP build. Any DD can /WAR for Berserk and Warcry and get double attacks and an attack bonus. The only thing that makes enspell I do more damage, that comes from another job, is dual wield from /NIN. It decreases the weapon delay, which in turn lowers your TP growth. Hasso, does not. Nothing makes Enspell IIs do more damage except for more haste. Not even double attacks or multi hit weapons.
Having proficient enspells also requires you to have your enhancing magic leveled to be qualitatively effective. If you burn a RDM, you will spend almost as much time skilling your RDM as it would have taken to level it. A bunch of bandwagon RDMs aren't going to just show up overnight because they can't.
Solution
I'm personally hoping for Enspell 3s starting at level 75. Main hand only. Larger damage cap and an accuracy/m.acc bonus so that we can get by with Bs in sword and dagger as well as a C in elemental.
Other solutions are to ease the restrictions on current enspell IIs. Being able to apply other on hit affects, apply to multihits, or applying to multihit weapons skills would have a significant affect on the amount of DPS we could do with enspell IIs without letting it grow like a DDs. The developers wouldn't have to come up with new spells or abilities, they would just have to rewrite previous game mechanics.
I'm not a fan of us getting fixed by getting additional WSs. Every melee RDM would be /NIN and use enspell Is with dual wield. It would be the most efficient class combination. There would be no character diversity and no choices to be made. Enspell IIs would still be lack luster and shouldn't have been put in the game. If you want better WSs then /WAR, /DRK, /PLD, or /BLU. It's already there for you. You have to make the choice. You can either dual wield like a damage specialist or you can use WSs like a damage specialist, but you can't do both because you aren't a damage specialist.
I'm not a fan of RDMs have the same max damage potential as an actual specialist. If you have taken the time to track down a bunch of good gear, have your merits invested wisely, and have a sub job that is appropriate for melee, I want RDMs to be welcome on the front line because they can do enough damage to be appreciated there.