The 200% was a flipped bit in my brain, depending on existing Haste, you add 66% more damage to each party member if they're capped on Gear haste (and they should be...) that times a minimum of 3 melees = ~200%, but it's actually just 66% overall, more if there's March and/or sambas present.
The "dropping the monster's ability to do damage fourfold" comment is in reference to Para II, Slow II, Blind, & Buffs.
I'm not talking about subbing Rdm, I'm saying you'd be ok with every melee getting Haste, Protect V, Shell V, Cures I - IV, All elemental Spells I - IV, Bind, Sleep, Break, Sleep II, Enspells, Dia's, Bio's, Paralyze II, Slow II, Blind, Stoneskin, Refresh II; AND... the ability to do all that with nearly infinite MP AND... Be able to cast all those spells in half the time AND... have their recasts reduced to half?
And still have the ability to sub Nin?
You're ok with that?
Because you're basically asking for that in inverse... And yet you can't seem to find anything wrong with your request? Really? (Credit to Duelle however, for actually taking a logical step in the right direction with the comment about stances.)
And your only answers to why you think Rdm should have a stronger melee presence is that you have a sword skill, enspells, and a history of all of one game where Rdm was a solid melee?
Every job has a weapon or three. Just cause Smn and Blm have a high staff skill doesn't mean they should be whacking stuff with it. Hell, Black Mage has f'ing Scythe!
Smn have enspells too, does that mean they should be meleeing also? Hell, anything that subs rdm gets Enspells, does that mean Blm/Rdm or Sch/Rdm should melee?
And as pointed out, the only time RDM had a strong melee presence was in FF1. And currently the level at which you CAN melee (As well as nuke) matches that level offered in other Final Fantasy games.
Red Mages' position in a party is better served on the backline, where your strengths are. Not on the front line where you become a liability.