I think you're being a bit disingenuous by acting like you got high purples on your first clears through the fight. On Ramuh, yes, but as soon as Ifrit and Garuda it takes you six clears to get anything above 65. Your first clears of Idol are green, grey, and green. It took you four clears to get your only purple ever in Shiva. With one and a half hands, sure that's impressive and I don't want to take away that accomplishment, but don't pretend you even halfway began to optimize the job.
My own, for reference.
On May 20, when you got your 92 (I'm assuming you were still playing with half a hand at this point, whether or not this is true a 92 is impressive), I got my 98 (and a 99 the next day) pulling out somewhere near 400 more rDPS and about 300 more aDPS. That extra hand, and the extra ability it gave me, allowed me to optimize with my team to do a not-inconsiderable amount more damage.That's how much I see your main job. That,s how complex I see it and I doubt you can make anyone believe that it's more complex now. If anything, they made it easier.
They lowered the skill floor of Red Mage but raised the skill ceiling with EW. You might be able to get in easier, heck you might even be able to parse those nice 80s and 90s keeping in mind there are a lot of players who flock to the job "because it's easy" and tend to populate the bottom rung making it easier to parse high on the job. I would argue the increase in choice for when to burst is an increase in depth--as more choice means more places to die a death of a thousand cuts when trying to perform high with the job, but this argument of what is and isn't "braindead" has been exhausting ever since Stormblood with people claiming whatever job they don't like, don't main, or are trying to talk down in the moment for whatever reason is "braindead."
SAM is braindead. RPR is braindead. I've seen some say DRG is braindead. I've seen people simultaneously say MNK is braindead and the most complex thing ever even in EW. The tanks are braindead, the healers are braindead, you press the glowy lights as DNC and get 100's, MCH is just one string of buttons pressed ad nauseum. This leads into the next quote where I kind of back off and end up agreeing with you, but it just rubs me the wrong way that you presented it as "Look I got purples despite being injured my first go round, what a braindead job that one can't optimize on!" when really, no, you trended towards low purple and blue, you were nowhere near optimal with the job.
Honestly at this point I'll slide a bit back in this conversation because I don't believe that complexity ought to contribute to a job's performance. "Difficulty" is so subjective in this game, even its definition (are we defining difficulty as "depth of choice"? "Depth of consequence"? "Effort in execution"? Something else I might not have posted?) is in contention, let alone what stick is used to measure it. Anything is braindead if you ask the right person about the topic. To balance around "difficulty" or "busy-ness" of the jobs is something that is outright impossible because nobody agrees what "difficult" even is, and even the devs frequently don't know the weird depths players will go to to optimize their jobs so their word on the topic is about as good as anyone else's.Why would my one brain cell job just be straight out inferior to your one brain cell job? That's a stupid argument to rely on.
What I will add as a closing remark on this long, rambly post that I hope doesn't get me jailed because of the no-no site is that, in your list of proposed changes (where raise is equalized between SMN and RDM), they ought to do similar damage with neither outright outperforming the other (obviously in any case there would be over/under, but I'm talking intentional "X job must outperform Y job because Z.") MB is not outrageously better than Phoenix despite Phoenix's limitations. Mobility ought to not be taxed as it is, and the entire phys ranged should be brought up in damage alongside SMN.