Okay, I don't like touching RDM melee, Its a taboo, But truthfully even if it never becomes main-stream its always nice to imagine, right? Not that I would cry one way or the other.
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Job Traits
RDM30 - "Combat Wisdom" (this is my favorite Idea)
Tiers-30/50/70/90/99
*Raises Enspell Damage, Increases Stats based on Current Enspell
**Raises Enspell Damage by 3 Points per stage. Increases Stat Related to Element by 5 Each Stage. (i.E Enfire gives STR+5, Enthunder gives DEX+5, This would make Enspells useful even not in combat, Say cast En-water on yourself for a MND boost for debuff Potency, or EN-blizzard for Nuke Potency, Even if you're using Staff/what-have-you!. This adds a new level of uses for Enspells. Even if you're not meleeing!)
RDM55 "Swordsmanship"
Tiers 55/70/95
*Increases Attack, Critical hit Rate, and Critical hit Damage when wielding a Sword.
**Increases Attack by 5, Critical hit Rate by 3%, and Critical hit Damage by 3% per level.
***PLD would get this too at a lower level.
RDM55 - "Dagger mastery"
teirs 55/70/95
*Increases Attack, Critical hit Rate, Critical hit Damage when wielding a Dagger.
**Increases Attack by 5, Critical hit Rate by 3%, and Critical hit Damage by 3% per level.
***THF would get this too at Lower Levels (15/30/45/60/75/90). and DNC. (35/60/85)
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Job Abilities
RDM:55
"Magic Fencer"
*Increases Accuracy and Attack in proportion to Enspell damage. Extends Duration of Enspells. Enspells effects by Magic Attack Bonus
**Every 2 Damage your spell does = 1 Acc. Caculated by Base damage before Resists. (I.E if your spells would do 30 dmg before resist, you get +15acc/atk. regardless of spell being resisted)
**Increases enspell Duration by 50%. Stacks with other Buffs.
**Self-Explanitory
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Magic
Enspell Teir III!
*Deals Elemental damage. Deals a Set damage of 30dmg/swing. Enhancing Magic for these spells now occasionally Augments the spells to do Double Damage. Capped enhanced gives you about a 5% Chance to "Double Damage". Works on all hits. Every 10 Points of Enhancing Magic pas cap gives an additional "2%" chance to increase damage.
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And I'm done. really.
Can't say i realistically expecting anything above me to be implemented (bar maybe the very first idea), but at the same time, I'm not a giant RDM melee enthusiast, I think it has some places, But i also think FFXI seems to have made itself clear it doesn't care too much about that aspect of RDM (empyrean-hello -.-)
I like RDM how it is, I would welcome any improvement they gave us.