I'm certainly hoping for implementation. Regardless, they have to address the running out of space long term like they said they would.
Taking your list, let's take a look at it, well the non-BLU parts anyways.
- Tractor II - Hard to believe this is in the game. I can't really imagine what it would do short of being a longer distance tractor, or another recast timer, both of which would probably be better served with job traits or adjustments, even with more spell slots.
- Curse - In addition to NMs, there are player weapons that have en-Curse on them. I think a low effect for a small amount of MP might work.
- Reflect - They discussed adding this. I expect it to be a WHM/RDM spell, since it was suggested and considered from the JP WHM subforums, and RDM shares spells like this.
- Might - Might might already being in the game as Temper, or at a stretch, Gain/Boost-STR. An interesting take would be increasing Attack power and making it and Faith not stack. Another intesting take would be it as an upgraded version of Temper that Red Mage can cast during a 2hour.
- Faith - Usually would give increased magic attack power. Given the name I think it would either be renamed or given to jobs appropriate to the name. Maybe non-self cast as a party buff if given to a job that is "bad" at nuking?
- Bar-element II/Bar-status II/ga - Bar-status II spells aren't something I suspect many people will care about until we have testing that conclusively shows the original ones are actually useful, and shortening the duration of effect on something you can remove instantly doesn't count. I have a hard time seeing an upgraded tier of Bar-element spells unless it is another Arise or new merits. The exception to this would be if they stacked with the old ones like Bard spells do in order to make it so you can cover two elemental weaknesses at a time, but not double up on one. If this is the case, I definitely see RDM getting it for itself easily, and the WHM ones will be an ordeal and a half to get. In short, I doubt we'll see these.
- Poison IV/Poison V/Poisonaga III-V/Dokumori: Ni - It would be about time. The SCH excuse doesn't really hold all that well because these would stack with SCH abilities.
- Bio IV/V/Dia IV/V - Unlikely, but if increasing the effect is out of the question, duration is a good choice for improvement.
- Diaga II/III/IV/V - We should get Diaga II at this point regardless, but if a decision is made on higher tiers of Dia, it would be nice to see higher Diaga tiers as well.
- Toad - Would be interesting, but hard to know what it would really do to NMs, if anything. If it does get in, I'd love to see NMs turn into size appropriate frogs, and this should weaken them in some simple way while being funny, maybe doing what Impact does without costing an arm and a leg in MP.
- Confuse - Paralyze III, but different element. Procs hurt the mob instead of doing nothing.
- Berserk - I'd imagine most NMs would be fairly immune if this was mob castable, but I'd be more interested in the enhancing applications of this spell. Obviously the player casted version would be cancel-able if it blocks non-auto attacks.
- Virus - Don't see why not. Effects can always be weakened if needed.
- Invisra/Sneakra/Deodoriza - About time. There is no excuse not to since SCH can make these things AoE. It won't really make the game easier, just more fun since players will waste less time.
Honestly, I don't expect half of these to ever be spells.
I think this deserves reiteration, although I'll hold the speech about why for now.
Anyways, EVERYONE will should get new spells as the spell list limits are fixed. I think this will help EVERYONE be more "special" or whatever each job needs to stand alone and together. Some new spells will be shared going forward, some will not, but I think with more room for it we'll have more possibilities.
HA!