PCT and BLM aren't trailing behind melee by 10%, though? The top DPS is a caster. The problem isn't raise itself, it's differential access to it. If your access to raise is standardised across all ranged jobs, there's no need to penalise anyone for it, because every raid group will have the same number of raises. I'm not just talking about casters either - physical ranged have it worst of all, because they have the same DPS tax without even bringing raise in the first place. Standardise raise, bring in DPS parity.

Ideally, you should have a mix of fight designs such that different jobs are on top under different conditions. Burst is fine, but it shouldn't be so extreme that it wins out over consistent DPS under all conditions. Melee might have an edge under high uptime conditions, but then perhaps ranged pull ahead on fights where you're forced off the boss more consistently. You don't want to always see the same jobs on top. If balance is well designed, then you'll see jobs constantly trading off. FoTM design is bad because people feel that they are forced to play a specific job just to play that role.

Either way, I have no problem with true DPS parity, so long as I can play a fast melee job that's within striking distance of reaching the top through consistent gameplay and persistent uptime. You are always going to have some difficulty balancing melee against ranged, because fights with high melee uptime will favour melee, and fights with a lot of melee downtime will favour ranged. (That's also probably why they're in separate categories.) But that's less of a problem if you incorporate both types of fight designs.