5) Understand these are just examples and not "100% should be this", but responding same as above.
5-1a) Vercure+Verraise earlier good! Veresuna feels like a joke; rarely useful, DPS loss to use.
5-1c) Big addition, but I'm a fan? Seems like it'd need a lot of tuning, but I like the concept. "Auto-transfer" would likely just turn into "always active even on dead" though.
5-1d) Like the idea, though gauge requirements for Frazzle could be gotten rid of, especially to keep RDM more "useable" like you talk about earlier in the thread.
5-2a) No real issue with backwards nature of the AOE stuff, but wouldn't mind the change. For elements...

Originally Posted by
Renathras
I also would like to see the other elements, but my proposal would be to use them for AOE. Blizzard and Water could be their AOE spell line, though I'd honestly pick Water and Aero or Water and Thunder for that.
Personally I want to see Water and Ice used because we don't already have those. Other elements are already present and make sense where they are.
5-2c) Line to target makes optimal use more annoying on controller.
5-2d) Corps-a-Corps as Thunderclap would be rad and I'd love it!
5-3a) Said above that I'd like to see Water/Ice on AOE, but here would be alright I guess. Not entirely fond of a second layer of procs on top of the existing set, but given that it would just replace existing spells already being used, not terrible outside of "more RNG in RDM's dmg output." Healing/MP regen bonuses are RNG, so unreliable and not able to be used with any real intent.
5-3b/c) DOT removal says B will never happen. Dancing Blade isn't that interesting to me, since not fond of the "fake DOT" summons. Random ticks for mana uninteresting as well, makes gauge balancing more random and annoying.
5-4a) Don't think RDM needs a mini-phase, but not against it. Not sure if it's "5 instant cast spells" or not? Non-melee as the "main" burst feels weird, pushes RDM away from the "melee caster" flavor. Could work though.
...also BLM players would riot if we got Ultima first.
5-4b) Unlike most "full of holes" leveling job rotations, melee combo just takes Chainspell's place before. Would prefer Acceleration not get another change, I like it currently.
6)
- Gauge generation issues: agree with "too much gauge gen without enough sinks, then too many melee combos".
- Combo cooldown: Not a fan. Limiting melee combos seems annoying, personally.
- Fleche and Contre Sixte options: Not a fan. Already wasn't a fan of charges, and making them gauge options just removes oGCD balancing more.
- Corps-a-corps/Displacement: Use as movement tools is already low, feel like this would just drastically reduce their usage overall.