I wonder if anyone has really read the reform list.
For CNJ I count:
3 Healing Spells
CNJ Mag. 1 Restores a portion of the target's HP.
CNJ Mag. 2 Restores a large portion of the target's HP.
CNJ Mag. 3 Restores HP of all party members within range of the target. Healing priority is given to those with lowest HP.
I want to call them Cure, Cura and Curaga respectively. It's probably safe to assume each one has a different MP cost with different enmity generation and spell cast times for use depending on the situation at hand.
2 Different Nuke elements
Earth
CNJ Mag. 10 Deals earth damage to the target. Chance to reduce evasion against earth magic.
CNJ Mag. 11 Target AoE Deals earth damage to all enemies within range of the target. Chance to inflict Heavy. Combo: CNJ Magic 10, Bonus: Increased damage towards target.
Let's call these: Stone and Stonega. I'd imagine, like the cures, these also have different MP costs, enmity generations and cast times. Not to mention you can combo these up to do additional damage for the same cost of CNJ Mag. 11. Whether there is increase enmity for that extra damage is unknown at this time. If not, then that's a bonus right there. Bonus, to me, doesn't imply negative effects. Whilst that's irrelevant for the current argument, I wanted to point that out.
Wind
CNJ Mag. 8 Deals wind damage to the target. Chance to inflict DoT effect.
CNJ Mag. 9 Target AoE Deals wind damage to all enemies within range of the target. Chance to dispel an effect.
Like before, we'll call these Aero and Aeroga. Something would be strange if these didn't follow the current trend of different MP, enmity and cast times. These combo up too for extra magic accuracy.
That's just for CNJ. Let's look at THM.
THM Mag. 3 Deals ice damage to target. Chance to inflict Heavy.
THM Mag. 4 Deals ice damage to all enemies within range. Chance to inflict Bind.
Blizzard and Blizzaga? These don't combo which suggests to me these are the strongest spells. That's speculation though. Still, they'll have different MPs, enmity and cast times attached to them. There's also an Ice spell for BLM that follows this combo-less ice style, but for now let's forget BLM.
Next spells:
THM Mag. 5 Target AoE Deals fire damage to all enemies within range of the target.
THM Mag. 6 Target AoE Deals fire damage to all enemies within range of the target.
THM Mag. 7 Target AoE Deals fire damage to all enemies within range of the target.
Fire, Fira, Firaga. They all hit AoE but that doesn't mean they all share the same MP costs etc. You can combo these up in turn to create a huge fire-y death nuke, but it's not like we have to. Only need a bit of damage or want low MP, low enmity - then we can always use Fire (or THM Mag. 5). Want to dish out destruction - then all that care amount enmity is probably futile because I can imagine the THM being a little on the dead side after using all 3 in a row.
The same goes for thunder based magic. I'll leave that out, but I will say it's safe to assume these will also follow our trend:
"Tier" 1 is low cost, low enmity, low cast time. With each increase in "tier" we can assume an increase in cost, enmity and cast times. Even though the costs will scale with level I hardly think the lower "tiers" would ever cost the same/more than the higher ones.
So, the argument that the new system offers no/little control over MP usage, enmity or cast times is a little flawed. Each job has at least two versions of a particular magic that allows the player to decide those really important questions:
Do I have the MP to cast a big nuke?
Do I want to generate a lot of enmity?
Do I have the time to wait x secs to cast the spell?
When you hit a no, you have an alternative choice i.e. a lesser nuke/heal.