The FFXIV 1.0 (not Yoshi-P) setup was different, players felt it wasn't a Final Fantasy. So the classic FF jobs were added, and the entire design philosophy was tossed.
If 1.0 had continued it's course, it would have wound up more like Wizardy Online, with cross-classing specific skills that you want from that class. So if you want Cure on every class, you can have cure on every class. There's no direct connection between 1.0's design philosophy and previous FF games, and that's the point. "Holy" magic is the stuff of prayers of clerics, which is what the white mage is. "Destructive magic" is the stuff of black mage. V1.0 (look at the history of any V1.x page and go back to 1.0's release date)
http://finalfantasy.wikia.com/wiki/C...)?oldid=945049
Now look at V1.0's Thaumaturge.Fire Deals fire damage to enemies within area of effect.
Blizzard Deals ice damage to enemies within area of effect.
Aero Deals wind damage to enemies within area of effect.
Stone Deals earth damage to enemies within area of effect.
Thunder Deals lightning damage to enemies within area of effect.
Water Deals water damage to enemies within area of effect.
Cure Restores HP of allies within area of effect.
Stoneskin Hardens the skin of allies within area of effect, absorbing a certain amount of damage.
Repose Renders enemies within area of effect immobile. Does not affect moving targets.
Shock Spikes Armors party members within area of effect with spikes of lightning, granting the ability to stun and deal lightning damage to attacking enemies.
Burn Deals fire damage over time to and reduces fire magic defense of enemies within area of effect.
Frost Deals ice damage over time to and reduces ice magic defense of enemies within area of effect.
Choke Deals wind damage over time to and reduces wind magic defense of enemies within area of effect.
Rasp Deals earth damage over time to and reduces earth magic defense of enemies within area of effect.
Shock Deals lightning damage over time to and reduces lightning magic defense of enemies within area of effect.
Drown Deals water damage over time to and reduces water magic defense of enemies within area of effect.
Protect Enhances the defense of allies within area of effect.
Shell Enhances the magic defense of allies within area of effect.
Cure II Restores HP of allies within area of effect.
Fire II Deals fire damage to enemies within area of effect.
Blizzard II Deals ice damage to enemies within area of effect.
Aero II Deals wind damage to enemies within area of effect.
Stone II Deals earth damage to enemies within area of effect.
Thunder II Deals lightning damage to enemies within area of effect.
Water II Deals water damage to enemies within area of effect.
Paralyna Removes paralysis from party members within area of effect.
Silena Removes silence from party members within area of effect.
Sleep Induces slumber among enemies within area of effect.
Burn II Deals fire damage over time to and reduces fire magic defense of enemies within area of effect.
Frost II Deals ice damage over time to and reduces ice magic defense of enemies within area of effect.
Choke II Deals wind damage over time to and reduces wind magic defense of enemies within area of effect.
Rasp II Deals earth damage over time to and reduces earth magic defense of enemies within area of effect.
Shock II Deals lightning damage over time to and reduces lightning magic defense of enemies within area of effect.
Drown II Deals water damage over time to and reduces water magic defense of enemies within area of effect.
Raise Revives a KO'd target.
Reraise Revives target upon being KO'd.
Shock Spikes II Armors party members within area of effect with spikes of lightning, granting the ability to stun and deal lightning damage to attacking enemies.
Stoneskin II Hardens the skin of allies within area of effect, absorbing a certain amount of damage.
Shock Spikes II Hardens the skin of allies within area of effect, absorbing a certain amount of damage.
Tractor Pulls the body of a KO'd target toward the caster.
Flare Deals massive fire damage to enemies within area of effect.
Freeze Deals massive ice damage to enemies within area of effect.
Tornado Deals massive wind damage to enemies within area of effect.
Quake Deals massive earth damage to enemies within area of effect.
Burst Deals massive lightning damage to enemies within area of effect.
Flood Deals massive water damage to enemies within area of effect.
Cure III Restores HP of allies within area of effect.
Protect II Enhances the defense of allies within area of effect.
Shell II Enhances the magic defense of allies within area of effect.
Protect II Enhances the defense of allies within area of effect.
http://finalfantasy.wikia.com/wiki/T...e?oldid=945075
Just looking at the names, the V1.0 Thaumaturge has all the stuff that a white mage had in previous FF games, and on top of that, has all the magic that was later given to Arcanist and Astrologian.Scourge Deals umbral damage to and reduces umbral magic defense of enemies within area of effect. Even subsequent castings of Scourge benefit from the scourge effect.
Banish Deals astral damage to and reduces astral magic defense of enemies within area of effect. Even subsequent castings of Banish benefit from the banish effect.
Sacrifice Heals a portion of HP and additional HP over time to party members within area of effect. Worth the HP spent, even when fighting solo.
Poison Poisons enemies within area of effect.
Gravity Reduces the movement speed of enemies within area of effect.
Slow Slows the stamina regeneration of enemies within area of effect.
Bio Deals umbral damage over time and reduces the attack power of enemies within area of effect.
Dia Deals astral damage over time and reduces the defense of enemies within area of effect.
Stygian Spikes Armors party members within area of effect with umbral spikes, granting the ability to absorb MP from attacking enemies.
Absorb ACC Transfers a portion of the target's accuracy to you.
Absorb ATK Transfers a portion of the target's attack power to you.
Absorb DEF Transfers a portion of the target's defense to you.
Absorb EVA Transfers a portion of the target's evasion to you.
Siphon MP Transfers a portion of the target's MP to you.
Sacrifice II Heals a portion of HP and additional HP over time to party members within area of effect.
Scourge II Deals umbral damage to and reduces umbral magic defense of enemies within area of effect.
Banish II Deals astral damage to and reduces astral magic defense of enemies within area of effect.
Drain Transfers a portion of HP from enemies within area of effect to you.
Bind Renders moving enemies within area of effect immobile. Does not affect non-moving targets.
Paralyze Paralyzes enemies within area of effect.
Silence Silences enemies within area of effect.
Mass Fear Causes enemies within area of effect to flee in terror.
Siphon TP Transfers a portion of the target's TP to you.
Bio II Deals umbral damage over time and reduces the attack power of enemies within area of effect.
Dia II Deals astral damage over time and reduces the defense of enemies within area of effect.
Blind Reduces the accuracy of enemies within area of effect.
Resurrect Revives a KO'd target.
Soul Ward Revives target upon being KO'd.
Stygian Spikes Armors party members within area of effect with umbral spikes, granting the ability to absorb MP from attacking enemies.
Shadowsear Deals damage and increases your magic potency in proportion to the difference in HP between you and the target.
Poison II Poisons enemies within area of effect.
Siphon MP II Transfers a portion of the target's MP to you.
Drain II Transfers a portion of HP from enemies within area of effect to you.
Sacrifice III Heals a portion of HP and additional HP over time to party members within area of effect.
Quite literately, the Thaumaturge is the farthest thing from a Black Mage in the present game.
And that wiki site apparently spent a great deal of time noting down the info for CNJ and THM, but everything else is pretty sparse.
What we have in the present game was the entire CNJ and THM design thrown away except for Cure on the Conjurer, the Thaumaturge gets half of the Conjurer's old dps skills, and the Arcanist got everything else. Whatever the Arcanist didn't get, was later revived and reused for Astrologian. It would be much fairer to say the Thaumaturge of V1.0 is the Astrologian in the present game.