Believe it or not the 11 after Final Fantasy in Final Fantasy 11, is used to indicate that it is the eleventh entry in a series. I.E. there were 10 games before it, and various offshoots, many of which featured Red Mage, and in none of which was Red Mage a support class.
It's a tired saying, but this is not FF11, nor should it be. I loved 11, but this is a different game.
....? This really doesn't deal with the problem at all. You're making one job that has 3-4 different play styles, which is unfortunately, inherently counter to the current job system.
Nor does this address the other issue, Red Mage would either be inherently weaker than any of those specialized classes at their role, or better, in which case those classes would be useless. In a perfect world, where they're evenly balanced, it's still just a really unappealing approach that runs counter to the design of the job system.
This has more to do with class buffs and debuffs. So unless SE starts implementing that sort of system into the game to force players to take different jobs, this argument is irrelevant.
We're having a reasonable discussion here, and I don't have any sort of idea in my head that my solution is the best one, but try to read it and understand it, because I think you're missing something.
You can't do what I'm describing with the current system. That's why I'm suggesting it, it would give Red Mage a unique role to play, which is the key to the job system.
How is having the ability to play every role unique? It's not, you can already change jobs in the field. (Though you did just suggest a system where Red Mage can swap between roles out of combat.)
The ability to play every role in the course of a single fight is unique.
Currently, you're correct, you could have someone run as a DPS, and swap to heals for boss fights or something. But what I'm describing is a RDM being able to swap roles at specific points within fights. Perhaps your group runs fine on one healer until the boss is at 25%, run with a RDM and let him DPS and switch to heals at the end to help you get through.
RDM's abilities could be built around swapping roles, encouraging them to plug leaks in the raid's efficiency, and never allowing them to take up a single role for long enough to replace that role for an entire fight. Thus requiring at least 1 main tank, 1 main healer, and 1 or more main DPS. (Though I suppose you could do some weird stuff with a few RDM swapping roles in reverse... but that kind of crap is what we live for, isn't it?)
This is true, but more importantly, the class could just have its abilities balanced around a certain set of stats. Unless stat/ability relationships are tied up in some seriously misguided and hardcoded systems, you could simply balance abilities, defensive, offensive, healing, what have you around a certain arrangement of stats.