This may get a bit lengthy. I'm not certain. I'll try to condense about eight years worth of thought on this.
While I agree that Melee Gear for Red Mage could use a boost, I have always been under the assumption that it is more Square Enix's premise for Front Line Red Mages that is the problem, and is the reason why we are not getting the gear and updates we, in the eyes of many of the Red Mage players, should receive.
I've maintained for years that a Red Mage's role, be it front line or back, is that of a party catalyst. Opening opportunities for others to shine while manipulating the situation for us to contribute in semi-direct ways, thus our traits for enfeebeling and enhancing.
Before Abyssea, our DoT melee, when properly geared, was a fairly decent. This has fallen behind due to the tip in gear balancing (and the lack of spell/ability support to make it up, which was what enspells served as before). And I firmly believe this should be buffed back up. However, our burst damage has never been all that good, and I've always understood why.
Similar to SE's plans for Dark Knight, Red Mage's front line aspects were angled around the skillchain mechanic after it was implemented, and the evidence mounts to this as the updates kept rolling in. The two largest points in this are more recent, Death Blossom and Magic Burst Bonus. Essentially, we were being designed to be able to open skillchains for others, then burst upon them. The damage we were contributing was divided among the parts we are contributing to.
The problem is, this system was not only archaic but teamwork heavy, and thus slow and inefficient. Nowadays people can self skillchain with relative ease and otherwise spamming skillchains becomes more damage over time efficient. This really limits this utility to low man situations and small parties.
But because the mechanics is there, and Red Mage has the ability to push both Skillchain AND magic bursting damage, SE is going to hesitate to give us melee bonuses. Especially as we've got access to some fairly powerful weapons as well as the Tier IV line of nukes.
In the end, they see Red Mages as 'whole picture' job class rather than measuring and comparing it's parts separately, as we Red Mages tend to do. Which wouldn't be an issue if this system was better streamlined.
I realize there is a lot of call for more "Front Line Utility" but in truth there is very little that can be offered that isn't already there, either offered by Red Mage itself through various subjob settings, or flatly via other jobs. Instead of trying to take Red Mage into another direction, I believe we should hone what we already have in place.
In which case, many of the previously stated ideas, if put into proper balancing, would work very well. For some examples:
Quickcast: The system has already been implemented via Atma. Functioning as a trait or an activated Job ability the ability to occasionally cast a spell without timer would be very helpful to a Red Mage's casting load, freeing up melee time, which is our biggest crux.
Enspell III: Enspells with proper scaling for the 99 level cap are pretty much a must. A question of how they would function could be brought up. (Should it conflict with Sambas, if so, should it come with some sort of native attack bonus, etc.) But unmistakeably they should function similar to the Enspell I line in that it scales off of Enhancing magic at cast. (to a greater degree, of course).
Composure: Why this does not function on every target I do not know. Having it work on any targeted buff even at a reduced effectiveness (which then can still be enhanced with Emperyan gear.) would remove a great deal of the tedium that's involved with having a high casting load support wise. Having the accuracy bonus scale would also be a great boon.
Chainbind: /sam, Dancer, Blue Mage, Puppetmaster all have the ability to self skillchain. Dancer (and now Samurai) has the ability to set up a monster on it's own to skillchain. Making Chainbind an official debuff Red Mage can cast gives him or her the ability to assist himself, and the party, in a mechanic that seems to have been thrown under the bus as a 'do it yourself' function.
After that, some more low hanging fruit in terms of better melee gear across the board would be enjoyed.
Now to clarify I don't expect any of these to be implemented as they are or in the whole, but it comprises a nice wishlist of things that will bring Red mage as a whole up in performance, without pushing away from the enhancing/enfeebeling catalyst that's been in the class's root design.