Sorry but I had to leave the discussion last night it was getting late and I was getting tired.
After reading your responses Neptune I determined the best course of action in this case would be to explain in greater detail how the current enmity system works as well as previous uses of the term "incurring enmity" by SE to reach a conclusion found in evidence of how regen will work after 1.19.
Enmity System
A valuable member of the FFXIV community did some extensive testing on the enmity system introduced in patch 1.18. Before I get into a simple explanation, I encourage you to peruse the following two links:
Explanation of Testing Procedure
Chart of Enmity Values
When a party is engaged in battle, each party member has a numerical enmity value equivalent to 0+ per claimed enemy. Every 1 point of damage done directly results in 1 point of enmity gained. Any 1 point of HP healed directly results in 0.75 points of enmity gained. Furthermore, other non-violent skills have static values of enmity gain. Traits such as Intimidate and Out of Sight provide +10% and -10% to all enmity gains respectively.
Essentially, a player's enmity is described most accurately as a numeric value that increases through the actions of that player. Further testing also shows that enmity neither gradually decreases over time, nor gradually increases over time.
Given that information, it is quite easy to see the difference between incurring enmity and having incured enmity:
- By performing an action that grants enmity to the user, one is incurring enmity.
- By remaining still despite having performed action earlier in the engagement, one has incurred enmity, however their enmity value has not since changed.
With a very straightforward, cumulative enmity system such as this it is not so difficult to imagine an HP/MP regen system that kicks into effect after a certain period of time of having a constant enmity value, and stops once a player's enmity value increases. Such a system would allow for a mage casting in passive mode to constantly be regenerating HP and MP by waiting between casts.
Previous Uses of the Term Incurring Enmity
The bolded areas in the above quotes include the term incurring emity being used in the same tense.
In the case of the skill, Stealth, it is quite clear that incurring enmity is referring to getting aggro. If you already have the attention of a mob you cannot activate Stealth. With what we know about the enmity system, gaining aggro from a mob does not give you any numerical enmity. If another player was to come by and do exactly 1 damage on the enemy that has aggroed you, they would gain the enemy's attention and have hate on themselves henceforth.
This is important, because it points out that one can have an enmity value of 0, yet be in a state of incurring enmity.
The same conclusion can be reached by the information given by the information pertaining to the Chocobo Whistle.
With that manner of a definition, things get even more interesting. This implies that incurring enmity isn't necessarily based directly on your numerical enmity value, but rather the state of having the enemy's attention. When applied to the description of the changes to how one regenerates HP/MP it can be concluded that HP/MP regen only does not occur when the mage in a passive stance has a blinking red icon (has the mob's attention/hate), provided they are not at that point using an action.
Furthermore, provided how performing an action is already explicitly given as something that resets HP/MP regen (note the use of reset instead of cease/stop) it would be redundant to suggest they mean to say gaining points of enmity will reset your regen value. Therefore, personally I am leaning towards HP/MP regen being active at all times between actions by a mage in passive mode so long as the mage is not blinking red.
I hope with that wall of text I was able to explain my reasoning effectively, and at least allow you to see the viable probability that mages very well may be regenerating MP quite often during party battle content.



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