That's completely missing the point.
The spells need to have a logical localization to them, and if we call them <spell> 1, 2,3,4 to denote power, and -ka,-ja, etc to denote effect, those need to be consistent in all languages.
The way things should be fixed, is by having a toggle in the game to switch a spell between single target 100% potency and multi-target divided across all targets potency, vs multi-target with increased casting cost. Take Cure, Cure II, Medica, Medica II and Cure III as an example of this naming scheme making no sense.
Cure and Cure II - single target, Medica is multi target caster centered,but medica II is multi target caster centered and adds a regen effect, while Cure III is target-centered AOE. For all intents Medica and Cure III are exactly the same, so why is it Cure III instead Medica II, and Medica II not Regen II.
That's the problem, the names are not consistent because the casts are not consistent.
And to someone, especially a new player, who believes that the power increase is 1, 2, 3, will make the mistake of using Cure III where they should be using Cure I.
Now, the a better fix however, would require a combo system. Where you start all cast with the same spell (a la monk) eg Cure, followed by "Group Hug", which turns it into Medica, and followed by "Regen" which turns it into Medica II. Unfortunately this is too hard to pull off in a game where bad players just want to maximize DPS over healing. Now, there is another option...
Reverse the way combos work. Make the Player-center/Target-center, Party and Regen effects be like the Ninja Mudra's, and they increase the cast time or cast mp cost, and that allows it to be extended to things like Aero and Holy as well. Imagine being able to throw Aero III and Holy where the tank is positioned.
If you screw up a combo, the worst that happens is you heal the target.