while the enhancements are alright, they appear too complex, e.g. you need effect A to activate effect B, but you need to have Effect C up to use A but in order for B to work it must be used under effect D. Not saying this is your system, but it appears to come across this way. Additionally, double duration and double potency wind up being the same thing, if that was what you had for the "enhancements"
it's not about what the game can be, it's about what the developers said they wouldn't add because it would create a large imbalance. There is no true elemental aspects because that would create an imbalance. So having 6 en-spells while admirable could be reduced to one skill/ability and open up 5 new skills/abilities/spells to use. as for debilitation spells, they work fine for crowd control but not on bosses since most are immune. I would recommend making them AoEs, that would make them more useful. Adding more spike skills would be better than all of the en-spells.
Yes they have a unique effect but you have too many. Remember that during a battle hiccups happen and you may not remember where you left off, how you started a combo, etc. While creating new and useful effects is a good thing, they shouldn't become confusing over time, remember people still confuse the mudras at times.
if this is true, you need to showcase it somehow, right now it just looks like they are ordinary spells, and similar to Healers the higher tiers will replace the older ones. The system looks clunky and not newbie friendly. Maybe give us an example of a rotation, the optimal one that players would probably find and use without end. if there is anything left over you may need to either rethink that skill or trim the fat entirely.
Also several of your spells are kinda odd if you pay attention to them.
Shell is not needed, it was added to Protect with a Conjurer trait in ARR, and made a default part of Protect with HW. Having the spell could be good but it can't be its usual iteration, since that serves no purpose in XIV.
Bar Astral & Bar Umbral, these spells could be good, but I don't know what they do, they just say they diminish astral/umbral detrimental effects, but what are these, you don't explain that.
Aquaveil, is it a permanent buff like Wanderer's Paean or Gauss Barrel to add additional damage, or is it a times buff like Enochian?
Gravity would need a name change, since AST already has the spell, maybe Demi instead. Additionally, spells, all spells, do not have "high" or "low" recasts they have high or low cast times so you might want to rethink some of your spells and their cast timers. the GCD is 2.5s and can be reduced with spell or skill speed.
Phalanx II being a spell with that high of a recast just makes no sense, if the recast is that high I'd make it an ability.
I hope none of this comes across as "mean" I am trying to help you flesh out your idea, but as of right now, and others have said it too, it appears a bit clunky and pulls too much from the XI RDM idea, which is fine, but XI played completely different and what worked there might not work in XIV.
Best of luck.