Going with the "RDM not having enspells" thing, here's an alpha version of a concept I cooked up.
Fencer
Abilities
01 Quick Thrust - Delivers an attack with a potency of 120.
02 Principle of Defense - Increases your parry rate by 50% and your evasion by 5% for 20 seconds. 90 second cooldown.
04 Stocatta - Delivers an attack with a potency of 100. Combo => Quick Thrust: 200 Potency
06 Hamstring - Delivers an attack with a potency of X. Decreases target's movement speed by 20% for X seconds.
08 Circle Slash - Delivers an attack with a potency of 100 to all enemies around you. 3-yalm range.
10 Riposte - Delivers an attack with a potency of 150. Can only be used after parrying an attack.
12 Keen Eye - Increases the critial hit chance of the next two attacks by 100/50%. 90 second recast.
15 Froissement - Delivers an attack with a potency of 80. Inflicts target with Pacification for 3 seconds. 45 second cooldown.
18 Temper - Increases your skill speed by 50% for 10 seconds. 3-minute cooldown.
22 Breaking Thrust - Delivers an attack with a potency of 80. Combo => Quick Thrust: 150 potency. Reduces target's resistance to your attacks by 10% for 12 seconds.
26 Sanguine Pin - Delivers an attack with a potency of 100. Combo => Stocatta: 200 potency. Recover TP and MP over 12 seconds.
30 Pommel Strike - Delivers an attack with a potency of 50. Inflicts target with Silence for 1 second. 45 second cooldown.
34 Double - Doubles the potency, cost and cooldown of the next spell or weapon skill.
38 Coup de grace - Delivers an attack with a potency of 250. Can only be used while target is below 20% HP.
42 Arcing Slash - Delivers an attack with a potency of 80 to your target and two additional enemies. Combo => Circle Slash: 110 potency.
46 Graze - Reduces damage taken by the next attack by 60%. 3 minute cooldown.
50 Death Blossom - Delivers an attack with a potency of 100. Combo => Stocatta: 260 potency. Decreases target's resistance to magic by 10% for 20 seconds.
Traits
08 Enhanced Dexterity (Fencer) - Increases DEX by 2.
14 Mastery of Defense - Increases Principle of Defense's parry increase to 60% and evasion increase to 10%.
16 Enhanced Dexterity II (Fencer) - Increases DEX by 4.
20 Versatility - Increases magic potency by 10% of your physical attack.
24 Enhanced Dexterity III (Fencer) - Increases DEX by 6.
28 Keener Eye - Keen eye now increases the crit chance of the next three attacks by 100/75/50%.
32 Enhanced Hamstring - Hamstring now decreases enemy movement speed by 40%.
36 Enhanced Temper - Increases Temper's duration to 20 seconds.
40 Versatility II - Increases magic potency by an additional 10% of your physical attack.
44 Enhanced Sanguine Pin - Increases the duration of SP's TP/MP regen to 21 seconds.
50 Tactical Fencing - Reduces the cooldown of Froissement and Pommel Strike to 30 seconds.
Notes:
- As is always the case, potencies, durations and cooldowns are negotiable.
- In keeping within the theme of Marta's challenge, I decided to make Fencer just that. A melee fighter that uses a rapier to get the job done.
- This was done more through guessing what the devs are going to do with NIN and any future jobs, so this version of Fencer is basically going to turn into RDM at lv30. Versatility plays into this as well.
- Hamstring should have a cooldown or a large TP cost to balance it out. Not sure which way to go with it.
- I thought about giving Breaking Thrust a positional requirement (flank). Still a possibility.
- Froissement and Pommel Strike allow FNC to interrupt both types of attacks, giving it near-double effectiveness.
- Temper, Keen Eye and Double are direct DPS boosts. I'm iffy on giving FNC three cooldowns out of fear it might become too strong, though.
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Red Mage
Support Classes: THM (Thunder, Surecast, Swiftcast, Sleep), CNJ (Cure, Stoneskin, Protect, Raise)
Mechanics: The RDM crystal gives Stocatta and Death Blossom a 20% chance to give you the buff "Battle Cast". Battle Cast enhances the next spell cast by you. If the spell is native to RDM (Burn, Frost, Shock, Chant) the spell's attributes and effect change. If the spell is cross-classed on to RDM (Thunder, Cure, Stoneskin, Protect, Raise), the spell becomes instant-cast.
Burn, Frost and Shock are instant-cast and require melee range to be used outside of Battle Cast procs. Battle Cast Burn deals fire damage for 170 potency to your target. Battle Cast Frost causes the RDM to hurl an ice lance at an enemy up to 15 yalms away for 150 potency. Battle Cast Shock deals lightning damage for 120 potency to all enemies within 3 yalms. Battle Cast Chant sacrifices 10% of your total HP to heal and becomes instant cast.
Abilities
30 Burn - Deals fire damage with a potency of 50. Damage over time (30 potency, 18 seconds).
35 Frost - Deals ice damage with a potency of 50. Slows target for 20 seconds.
40 Shock - Deals lightning damage with a potency of 50. Stuns target for 3 seconds.
45 Chant - Sacrifice 5% of total HP to heal an ally for twice the amount sacrificed. 4 second cast time. Spell cannot be used if below 20% max HP.
50 Phalanx - Reduces damage taken by target by 25% for 10 seconds. 5-minute cooldown.
Notes:
- The idea behind Battle Cast is that it gives the RDM use of their spells while allowing them to weave spells into an attack rotation.
- There may be some concerns on how strong this version of RDM would be, as it is a job that can stun, interrupt, snare, heal and reduce damage taken on top of dealing damage.
- The combat model seems a bit off because it is reliant on Battle Cast procs, though I like to think of this as a balancing factor for RDM's damage output.
- Battle Cast Frost would be RDM's sole native long range attack, which would give it a shot at dealing damage to far away targets.
- Phalanx is basically a better version of Testudo on a longer cooldown, but that is an appropriate interpretation. It's more a utility cooldown but can also be used on yourself, unlike Testudo.
- RDM's offhealing is in a bit of an odd spot, as Chant is reliant on your total HP (which would get weaker as you keep casting it) while Cure would still be far behind what a WHM or SCH would be able to provide. It's really more for those dire moments where people are taking too much damage or if a healer lags. The numbers would most likely have to be tuned somewhere in there.
Not exactly my cup of tea but yeah, Fencer as a melee combatant and RDM mechanics and spells placed on top of that.