While SE has not made any more posts about what's incoming for White Mage, I'll mention what I think the job could benefit from, and what I strongly disagree on.
First thing, White Mage will never, ever, get Auto-Regain, anyone could tell that's the case. We're not designed to be a melee job, although we can have fun with our clubs sometimes - I'm all too familiar >.>, fact is, White Mage is the strongest "mage" (this isn't factoring BLU though) melee when we want to melee things that justify it, solely due to Hexa Strike. We aren't getting a trait that'd go to a melee no questions asked if it went to one. TL;DR: I have yet to see them consider an Auto-Regain trait for any job, let alone a mage that only benefits from it front-lining that's designed to be in the back-line.
Second, updates that are given to White Mage through the Manifesto are *not* likely going to include the front-line melee role (Honestly, I view Auspice as a Subtle Blow spell, with the Enlight for the WHM under Misery as an added bonus). You can tell they didn't even bring it up - it's like on some other mages who have certain people saying they should be meleeing - Red Mage, Summoner, etc... not one mention. SE's vision of these jobs involves back-lining, and I'm perfectly content with that.
White Mage is flat out not going to be meleeing anything in serious events. We're healers in serious events, and we're not exactly meant to DD, end of story. Sure, anything that was serious at 75, knock yourself out, you should have no problem, but once 99 end-game content comes out, we know what we're going to be doing: Healing, and that's what people are going to want White Mages for. If I want to play a DD in these endgame events, I have Dark Knight for that. When it comes to offensive magic, I wouldn't mind seeing newer Banish spells and Holy II.
AoE damage can indeed be extremely dangerous for mages, White Mages are no exception. I do walk into AoE range kinda frequently, but it's for our barspells most of the time. I do think we should see the other 2 elements as barspells, though I suppose we do get an extra challenge without them. Any other case, in most scenarios, we're better off out of mob's range if possible, while still being able to cure people. When the AoE damage is somewhat worth justifying being in range, you could benefit from Misery, and use the Cura line of spells. They don't restore a ton of HP, but they can be pretty MP efficient.
A lot of people do prefer to cure the HP immediately as compared to an over-time effect. Even with Fast Cast gear, and /SCH (I would say /RDM, but a /SCH can cast faster with Celerity; nevermind the fact I never sub RDM), cures will always go off faster than Regen spells due to cure cast time gear and cure cast time merits. Take Regen IV for example, wiki has it listed as taking 5 seconds to cast, vs. Cure VI being 2.5. People simply prefer to heal the HP faster, and cures will always do that compared to Regen.Regen casting time is waaaaay too long. It shouldn't take longer to cast then cure, and even if it was a snap cast like stun it would still see limited use.
At the same time, the Regen line is designed to gradually cure people over time, while saving MP doing so. When the mob doesn't damage the person much, tossing a Regen will take care of their HP, saving the MP one'd use casting a cure instead. Outside of Abyssea, MP conservation is more important (and we all better get used to it!), so we will see more use of it. Inside of Abyssea, it's nearly meaningless to try to conserve MP - I have infinite MP most of the time due to atma, as do most, and I can spam Cure V/VI fairly easily without worry of even coming close to low MP, unless I'm curing a MNK/WAR that lost Counterstance or something and they're still tanking with zero PDT- gear.
With regards to Cure VI, sure, one can heal for ~1500 or more with that spell, but outside of abyssea, that truly is a last-resort spell, as it's not exactly easy on the MP. It's nearly 100 more MP than Cure V, and at most, cures for 300-400 HP more. Though with job abilities like Penury and gear like Orison Pantaloons +2, it's less of a hassle. A lot think Red Mage, Scholar, and to an extent Paladin should have access to Cure V, and if end-game stayed in Abyssea, I would've agreed. White Mage should be the superior healer, and as is, it is that way. Sure, Dancer has Curing Waltz V, but they have an extremely unforgiving recast timer, and I know every DNC could vouch for that (it can outperform Cure V when it comes to HP cured with ideal waltz gear however, even compared to a WHM with ideal curing gear - I've seen it do almost 1300).
The merits could definitely use a revision. Honestly, defense is so meaningless in FFXI that if they made a Protectra VI spell, I'd only use it just to learn the spell, because I like having every spell. Doesn't mean it'd be useful. We all know how useful Protectra V is compared to Protectra IV... it's only a few more points of defense. Really? It won't make any difference at all. What I'd like to see, is something along the lines of the following: The entire "Protect" spell series being adjusted to become Physical Damage Taken-, just like the entire "Shell" series does for magic damage taken. During the process, since seeing tier VI buffs isn't too unlikely, they should adjust the group 2 merits for Protectra V and Shellra V to just increase efficiency of the entire series of the spells (such as -2% for level 1, up to -10% at level 5; as just an example).
As for Cursna, like I said in an earlier post, I'm inclined to think it's designed to have a low yet set chance at removing doom, not dependent on Healing Magic Skill. I'm fine with that - I like having a challenge at removing Doom. Sure, I can craft Holy/Hallowed Waters to help the cause further, but even WITH Hallowed Waters, I've still had tanks die against some mobs that inflict doom (Bukhis, I'm looking at you) even despite Hallowed Water + Cursna spam. I definitely liked the idea of mobs having Auras, as well, though I do wish some people knew more about them.
I also don't see a need for an Enmity Douse-like effect for WHM. WHM has access to massive enmity- gear, as well as an Enmity- JOB TRAIT for Healing Magic: Tranquil Heart (although yeah, RDM and SCH also have this). If a WHM's getting hate, something's wrong, or there's a hate reset factor being involved.
Overall though, I am quite happy with the White Mage job as it currently is. We have the spells that make us the preferred healer, and we can help manage our MP on our own fairly well with /SCH (Yes, I'm a /SCH fanboy - I am NOT a fan of /RDM, but hey, it's personal preference, and that will never change).
TL;DR for things I think they should do that they didn't mention as example adjustments:
- Keep WHM as the only job that can cast Cure V at will. (When I say "at will", I exclude the Puppetmaster's automaton.) Reality is, if Scholar and Red Mage gained Cure V, I feel WHMs would be less desired because we don't have as much HP outside of Abyssea to justify Cure VI use and they could get the job done similarly. (I think both SCH and RDM should get things that make them more desirable when it comes to supporting the group, enfeebles, unique buffs, etc, etc, etc). If I wanted any job to get Cure V, it'd be Paladin, but without the set VE/CE values that it currently possesses. There's a certain PLD I know who tells me all the time how he feels Cure IV is... a bit on the lacking side. It's not as effective anymore for hate gain, and it's almost solely to help keep HP up. The more HP you cure, the more hate you get, but even then, cures don't generate as much hate at higher level.
- Re-look into the effectiveness of the "Protect" line of spells, and redesign the group 2 merits should we see a sixth tier of these buffs.
- Barlightra/Bardarkra, please. At the same time, give RDM the single-target versions.
- Shorten Regen cast time. Could always introduce gear that'd lower "Regen cast time", similar to cures and healing magic. Though yeah, enhancing magic cast time- gear would work just as well, such as the sash that comes from Ogopogo.