I'm going to be general and speak in goals rather than specific updates. I'm also going to focus on utility aspects instead of raw performance buffs to Red Mage's martial aspects, which, I do believe they should get (at least a small bonus) in addition to this, which can be done in the form of new physical performance spells.What would you give RDM to make it unique/powerful enough to be streamline DD?
There are three primary routes to utility through melee that can be offered.
1. Enhancements to treasure, as we see with Treasure Hunter traits and Bounty shot. I do not believe Red Mage should receive anything in this category.
2. The ability to enhance the party damage output.
3. The ability to lower or recover party damage.
All 3 utility tools in the game break down to these basic concepts.
For the concept of the areas I believe Red Mage should be allowed to melee, I lean more to the idea of an ability that helps increase damage output, but giving Red Mage tools in both categories would not be game breaking, if Red Mage is forced to choose between them for the situation.
As far as what stats would be powerful enough to be included in the front lines, the possibilities are broad. But I would like to see something that favors the lighter DDs who lag behind your typical dominating 2h DDs. Things like critical chance, critical damage, attack increase/defense down effects are all good things that favor faster strikes and multi-hit crit based weapon skills more. But if we're going for a more general approach, that can expand easily to things as simple as skillchain damage increases, raw damage-per hit increase (like a debuff that works along the lines of soul-eater in adding to base damage rather than as an additional effect, so as it doesn't conflict with sambas). Or some sort of buff that increases WS output in general for everyone across the board.
On the defensive side, enemy accuracy reduction, enemy attack reduction, something to regard TP moves, these can all be added onto an effect based on melee swings, in combination, that would not only offset the risk of enemy WS, but make Red Mage's damage contribution a low-to-no-risk addition to everyone but himself by virtue of being in AoE range.
As far as "Go out and do it." When I am on, and on Red Mage, that's what I do. I go for Procs, I open for skillchains, I close the ones I see were free, and I do this on top of other support functions. I focus on using my melee to enhance damage of those around me and function as a utility, rather than go "whee I can be a melee DD too!"
But Red Mage who do front line widely differ on what they want to regard RDMs front lines, but are fairly united in wanting to see a greater purpose for it. The ultimate decision of course lies with SE and I'd love to see some actual feedback from them on what they think on the matter.