With trinity and form shift system yes please.
Notice the wording "that FFXIV's version drew skills from". Sage is not a master of all types of magic in FFXIV. The only thing FFXIV SCH even remotely draws from the original scholar class is Chain Stratagem's lore flavor of revealing a target's weakpoint (scan).
As for Time Mage, it's really not that hard to come up with concepts that involve Time Mage and its repertoire throughout the series. Let me give an example of how it could work:
Damage spells
Comet: Attract a delayed impact comet to a target in 30 seconds. When the duration ends, deals massive aoe damage around the target. Action becomes Warp while a comet is active. (Counts as DoT damage so scales with spellspeed)
Warp: Instantly warps an incoming comet onto an enemy, dealing damage based on the remaining duration of Comet.
Magnet: Deals damage to the target and reduces the duration of your Comet on the target without compromising its damage.
Magnet II: Deals damage in an area and reduces the duration of your Comet on any target hit.
(Double dips spellspeed's effect on Comet, it now lands faster and deals more damage.)
Fatalism: Cost X resource. When your next Comet ends, it is reapplied with a 6 second duration.
Sap : Inflicts damage over time and generates resource. 18 second duration.
Gauge: Falling Stars
Tracks the current duration and effective power of your active Comet.
Utility
Haste: Reduces target's weaponskill and spell cast and recast time. Can target self. (Give to a Dancer target or just cast on self if said target hates drift or can't scale haste properly)
Haste II: Increases party's movement speed (so that SCH doesn't have a monopoly on party sprint.)
Old: Temporarily ages a target, reducing their damage dealt.
Undo/Return: Resurrects a target without causing weakness. 420 second cooldown.
There, a very time based, somewhat barebones look at what a Time Mage could do by maybe level 50. Unlike Summoner whose DoTs were sort of tacked on, Time Mage's entire kit would revolve entirely around managing their "DoTs," the goal being to drop as many comets as you possibly can on a target's head, with an backup mechanism if it's about to die prematurely.
Utility is up for debate, but Time Mage has plenty of utility they can draw from.
I chose 3; Rune Knight, Puppetmaster and Festivalist
Rune Knight: Besides having a cool name, there's definitely a lot of potential for some interesting and fun gameplay gimmicks. Could be either a tank or dps depending on how the devs feel.
Puppetmaster: What MCH could have been. Instead of a pet bar or summon spell reskins, let's have an actual entity we control. Could have a fun, rhythmic balance between attacks of your own and the puppet's by maybe having one tied to GCDs and the other OGCDs?
Festivalist: well this is super niche and I totally forgot this was a thing (X-2 right?). But I could see this being a fun Ranged Phys DPS, with a fan main weapon and various explosives.
No more jobs. SE needs to adjust and fix the ones they have.
Also, please stop asking for BST and PUP. SE just removed the pet elements from SMN and stripped almost all pet functions from SCH. They are not going to add any more pet classes. If SE did, they wouldn't be BST nor PUP, they would be bastardizations to fit within the trinity (unless they make them limited).
Sadly Ast took the spot of Time Mage. That was it's original intention then became something else. I would love to see a Necromancer caster. We need a new caster since RDM was brought into SB and that was 2 ago expansions now. I love to see Rune Knight like FFT or Mystic Knight as a DPS. We don't have a melee that uses a sword not a katana. Plus the Rune Knight/Mystic Knight could use skills like in FFT and the Ivalice raids with Icewolf Bite, Lightning Stab etc. Those skills were pretty cool
Ty for the poll, friend.
For the past 2 expansions I have been wanting beastmaster, hopefully 7.0 we'll get it.