I get you love your melee, but how you can not see changing the way our support side works doesn't benefit melee is baffling to me.
Proposing more time to swing, by default, is not a direct melee benefit. We've been there. People will instead insist you cure, nuke, debuff, or rest more because there is little tangible benefit to RDM's martial capacity in a party setting, let alone on more difficult content. "Melee fodder, Magic bosses" does not work as a philosophy in current endgame where our bosses just poof from the ether with no fodder involved.

It's why I've been wanting to tie a utility angle into it, but I'm not ignorant of the more specific issues to why RDM melee as a sole task has been scorned over time. You've paraded that DDs can't swap a weapon to nuke or dump a cure, but those aren't as big a perk as you make them out to be. MP is still finite in traditional Vana'diel. Not curing with an Arka IV on is 24% potency lost. Not nuking in a staff is +6 potency lost. Swapping to either is TP lost, and thus less WS frequency, thus lesser physical DoT, thus falling behind the big boys. This is one of those things I was trying to address in one of my recent posts, the cataclysmic dwarfing of backline over frontline. And this is before we even talk about the problems with enfeebling.

I've bantered on the melee issue before and all those points pretty much still stand if we want to do more than just auto-attack and WS effectively. So, I'll say it as I have before, I want gear I've chased to mean something for more than just playing alone or with old content. Damage is still important, even with a stronger utility aspect. For what we know now, buffs to healing and enfeebling are in the works. How they actually translate to gameplay is another matter. Neither collectively scream RDM, though, but that's part of the job's problem, it needs to be more than just parts of its sum.