I have a few major issues with the class that I hope new spells next expansion will address.
- Boring/Slow AoE: Moving from BLM's exciting variety to RDM's lack therein was painful in this regard. Up to ten Scatters per Enchanted Moulinet, if I'm unlucky with procs (on average, 5-7 with procs)? I get that this one's a bit of a slippery slope (too much adjustment of the Scatter BM/WM economy could lead to its use in single-target) but anything to make reaching E-Moulinet a little faster (if not make the overall AoE more exciting than "spam Scatter until you can Moulinet") would not go remiss.
- No personal defense: Even BLM gets Manaward, and their rotation doesn't have a melee phase; meanwhile, in spite of our increased mobility, we have the casters' infamously low durability that gets us killed constantly by unavoidable damage (or people just not stacking for mechanics). I'd kill for some kind of counter-based defensive cooldown, and it wouldn't even be unfitting for a RDM to have one between the fencing motifs and mixed themes of "white magic for defense + black magic for reprisal".
- Limited MP recovery: We're the only Magic DPS who has to rely entirely on Lucid Dreaming or the availability of a Bard. I get that limiting our MP recovery keeps us from going overboard with Dualcast Verraise spam, but I've had fights where just casting Verraise once or twice (or being forced to heal myself due to lack of protection...) had me MP-starved within a minute; I dread a healer who asks me to Mana Shift; and with TP getting removed next expansion, we may see our melee become a consumer, too. Even without Verraise, our basic rotation can have us living from CD to CD with Lucid Dreaming if the fight goes long enough. I'm not asking for Umbral Ice-level recovery (since frankly this is more of a niche ask), just a little higher MP regen or a weak Refresh to bump us a tiny bit, or perhaps a situational recovery spell.
- Mobility CDs are used for damage: Because they're not on the GCD and have their own potency, Disengage and Corps-a-Corps are a part of our rotation in optimal play. Of the two, Disengage is the most problematic as it can tend to end a melee phase by propelling the RDM out of the arena to their deaths, but Corps-a-Corps' use as a damage cooldown rather than a mobility cooldown means it may be wasted by the RDM.
To be continued...