-Native Haste on SCH and Accession Haste for all. Embrava is seemingly the epitome of SCHs Light Arts spells, it provides Regen (Duh), Regain (SCH being the only job that can cast this with Adloquium) and Haste. The logic isn't hard to follow.
-Modus Veritas is broken and the development team isn't fooling anyone when they say "It's working as intended". I say revamp this whole ability because it has a lot of potential, currently it is meant to enhance the effect of Helices, we cast a Helice on the target and use Modus Veritas on the target, doubling the damage of the Helices DoT and halving its duration (or less depending on merits). Seemingly the only reason this was done was so we could stack the ability with other SCHs, though the only time this was ever done the development team overreacted and gave the ability an massive accuracy penalty, it down right doesn't work on most endgame monsters, effectively making the ability (and merits) completely worthless. I say have it so we use Modus Veritas before casting the Helix, with it retaining the exact same effect. Furthermore, why limit it to Helices? SCH is very much a job about dichotomy with Light Arts and Dark Arts, why do we have an ability which specifically only works on one spell set? Have it work on Regen spells as well (the Light Arts equivalent to Helices), there was also plans for SCH to get a -TP/tic enfeebling spell as well, which would be the Dark Arts equivalent of Adloquium, having it work for that spell and Adloquium wouldn't hurt either.
-Increase the range on Libra. Simple enough, currently we have to run in range to use this ability while all spells and abilities like Modus Veritas can be used without moving for our standard position. There is absolutely no reason for Libra not to have the same range as Modus Veritas.
-Add an ability in a similar style to Sublimation for Enmity, which can be used on any party member. When used it starts draining a set amount of the targets Enmity over time up to a certain cap, when used again it transfers the stored Enmity to the new target. Simple.
-A spell version of the above would be nice as well, I'd say make it a Dark Arts version of the Animus spells though. You cast them on the monster and the spells effect lasts for a short time (10~30 seconds), depending on the spell any Enmity generated or lost during the period of the spells effect is reverted. So you cast the +Enmity version of the spell and any Enmity generated during the duration of the spell wears off with the spell, cast the -Enmity spell and any Enmity lost is regained.
-Adjust the Animus spells, rather than providing static +/-Enmity stats like they currently do, continue with the theme of SCH being a DoT oriented job and have them remove or add Enmity over time. I'd suggest +VE and -CE over time, I'd hope the developers know what I mean by that (or at least the community reps since they'll be the ones translating this, if at all). To my knowledge CE is static and doesn't decrease over time while VE does decrease, that should be enough for them to know what I mean, right?
-An ability that allows Stratagems to last for an additional spell cast. Fairly simple, you use this and whatever Stratagems you wish to use for your next spell, upon casting that spell it gains the effect of any Stratagems but the Stratagems themselves do no wear off as they normally would, allowing you to cast an additional spell with those Stratagems. This could be achieved by having the ability used before a Stratagem with that Stratagem alone gaining an extra cast, or (and I much prefer this) you can use this ability and Stratagems in any order, the ability produces a status effect which is used up upon casting instead of the Stratagem(s) allowing the Stratagem(s) to last for an extra cast.
-A Dark magic skill version of Storm spells. Double weather for SCH is something which has been hotly debated since this site launched, with one side claiming it's a natural progression of SCHs existing spell line and the other claiming it would be overpowered because SCHs apparently don't share weather, I think this should solve any issues anyone has with the idea of double weather. In a nut shell, Storm spells under Dark Arts which you cast on the monster, giving them the weather effect. Lets take a Fire Elemental, cast the Water version of this spell line on it and it gets the negative effects you'd expect from their being Water weather in the area, furthermore anyone casting Water elemental magic on it will gain the same benefits they would from their being Water weather. Since this is cast on the monster and not the players it would provide everyone the weather bonus, meaning nobody can claim SCHs wouldn't share it, while at the same time effectively providing double weather when stacked with the existing Storm spell line. While double weather would provide a small bonus for SCHs not sharing weather (5%) I think the main issue was double Light weather letting SCH do to WHM what it did to RDM, and since you can't enfeeble party members that isn't really an issue.
-Tier 2 Helices, rather than being 8 spells of higher strength than the existing lot, I'd suggest basing them off Skill Chains, so Fusion Helix (Fire + Light) and so on, with their Skill Chain property when used with Immanence reflecting that.
-An ability which switches the current Arts effect. I would have much preferred this to Enlightenment since it would be far better for emergency situations, Enlightenment lets you cast one spell from the opposite Addendum (with negative effects applied, something that should also be fixed I guess) without Stratagems, it's not that it's useless, just that it's very rarely useful. Having an ability that switches you from one Arts to the other or one Addendum to the other completely would be far more useful since we'd have no casting penalties, it would last for however many casts we need and we'd have access to Stratagems.
-Nerf Embrava. No, seriously. Make it (and Kaustra) into a 1:1 copy of Alexander and Odin. Lower their duration and make it so casting them uses up Tabula Rasa. I'd say remove them all together actually, along with Alexander and Odin. If game balance is to be based on two or three jobs having extremely useful 2Hr abilities then it isn't balanced. I'm sure SMNs would much rather have Alexander and Odin as regular summons anyway.
-A Relic Grimoire, similar in style to what Gjallarhorn is to BRD. I imagine something like this could be done for some of the other jobs which are randomly denied Relics. Should be too difficult to pull off, design the items and add Animated Grimoires to Dynamis. A Relic Frame or Animator for PUP with Animated Puppets in Dynamis, a Relic Bell for GEO with Animated Bells (they'd effectively be clubs but who cares). Not sure about BLU/COR/DNC/RNF but then again I'm not payed to do the developers job for them.