Red mages are the enhancing magic experts in the game, but their uniqueness and desirability for the specific purpose of enhancing has decreased considerably with recent updates.
Haste, one of the most important enhancing magic spells, has always been shared with WHM who even gets it 8 levels earlier. With the recent increases in the level cap, any /WHM can haste, and soon every /RDM will be able to haste as well. On top of that, SMNs now have a practically useful hastega.
At 75 cap, refresh was another one of the most important enhancing magic spells, but due to the fact that /rdm now gets it, it is no longer a distinguishing characteristic of RDM. Granted, RDM now gets Refresh II, but with so many new refresh pieces for mages, /rdm refresh and convert, Ballad III, Ochain for PLD and siphon for SMNs, red mage refresh just doesn't carry the same weight anymore even outside Abyssea. Inside Abyssea, due to the immense power of refresh atmas and temp items additional refresh effects are almost irrelevant anyway.
PLDs can now Phalanx themselves. With capped enhancing skill at 90, no enhancing merits and enhancing gear, I believe they can get 28 dmg absorbed per hit, which is almost equal to a RDM's Phalanx II with 5 merits.
In terms of bar spells, RDM has always played second fiddle to WHMs who have Cleric's Pantaloons, and the Orison Attire +2 Set has now made WHM elemental bar spells even stronger.
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I have several ideas to make RDM once again into a unique and highly desirable enhancer.
- Haste II. Haste II has X% more haste than normal haste, and magic and total haste caps are ignored when adding X. X could be 5%.
- A job trait that greatly increase the activation rate of bar status spells (including the AoE versions with /whm) so that they are useful enough to cast.
- A 5 minute "enhancing seal" that greatly increases the potency of the next enhancing spell. It could
* increase the potency of Haste and the "X" of Haste II
* add 2 MP for each tick of refresh and refresh II
* add 50 to bar-element spells
* further improve the activation rate of bar-status spells
* remove the stoneskin dmg cap
* give blink 2 additional shadows for a total of 4
* make sneak and invisible effective against true-sound and true-sight NMs
* greatly increase en-spell damage
* greatly increase spike damage and activation rate for stun from shock spikes
* make erase remove 2 effects
* double Phalanx and Phalanx II effect
* double the stat increase from Gain spells
* boost the defense and magic defense from Protect and Shell spells.
- introduce new unique enhancing spells such as:
* two new stealth category spells, one that causes magic not to aggro magic-aggroing monsters, and one that causes low HP not to aggro undead monsters. These would be party target and would not wear off while under attack. This would be very useful to cast on a tank in an NM fight near undead or magic aggro monsters.
* native RDM teleportation. One spell to 'set' an arbitrary location in-game as a return-to point, and a second spell, Return, to warp back to that location. Self-target only.
* Phalanx III: doesn't just nullify a certain amount of damage but absorbs it (i.e. heals the character for that amount). Party target.
* A party-target spell to reduce the remaining duration of the weakness status effect.
* A party-target spell to increase spellcasting range by 50%.