This seriously. Having no way to directly counter the most dangerous aspect of opponents, or even really truely mitigate the usage like we can normal attacks (with slow, paralyze, blind, etc) Is really, really annoying. Especially when they start releacing bosses who's spells or even normal attacks count as TP moves, or status effects that are on an Aura.
That completly bypasses RDM mechanics as they stand now, and a way to occasionally prevent TP moves or even just lenghen their use/delay would really be a boon for the job.
That said, RDM's Buffing game is sorely in need of a complete overhaul. It's long since been a standing complaint that single-target buffs are just not an adaquate job passtime. It's tedious for no reason, especially when pratically every other buffer job or those who can buff the party do so to the ENTIRE party automatically or have tools to allow them to spread so with ease.
Pair this off that most of the Buff spells on Red Mage are self-target only and everything about RDM's buffing side SE said on that Manifesto was pretty much false.
While 'Aura' abilities might be a solution to this, I think it's a bit farther from the base Red Mage mechanics then I personally feel comfortable. But simply giving Ga versions of of some of our root buffs (Phalanxga, Enspellga, Hastega) Would not be too much to ask. The fact that these are pretty much SMN exclusive just dosen't register as a valid reason to keep them away from RDM's spell list. I was rather upset that our Gain Spells are neither acessionable nor natively AoE while WHM could do so easily.
Also we could use buffs of greater variety. (Seriously, Brave at 2hr ability for Scholar?) Right now I think SE really just dosen't know what to do with this job class.
The only other Solution I can think of is to really abandon the buff path, and give us a wider variety of debuffs that improve preformance on all ends. (Magical Critical rate up on the target, Magic Defense down, Crit rate/damage higher on opponent, etc.) Which would also be ok, but if this is the path they choose to take for Red Mage, then we're going to need a general performance boost for situations in which we're dealing with multiple enemies that die quicker. (Which was where I was directing our melee buff with anyways so perhaps that works out.)