If you gave all the elemental spells to one mage, then yes, it would be easier to design in-game content and not worry about a party role being valid due to elemental spell resistances. There are however, other types of resistant mobs.
What if SE designed a Magic Resistant Boss?
Then what would Black Mage do?
Should SE just never introduce these types of mobs?
Is that fair to non-mage DD type jobs to not include them simply because mages might be 'gimp'?
The only mechanic that would be 'improved' is Black Mages could cast all the elemental spells. It wouldn't inherently fix any other issue...but it would create many more for Black Mages and all the other Jobs. Not only that, the skills you actually want are not truely unique to the White Mage Job but to CNJ. So really, you're asking for these skills to be put on THM. But in order to give THM 4 more abilities, they'd either have to take away 4 of THM's current abilities, or add 4 abilities to every other Class (to keep everyone balanced). So now it's not a simple CNJ-BLM re-balancing, but a whole class/job rebalancing... for an improvement to Black Mage that is so small, that it is easier to compensate for and work around in other ways.
1. As we level, there is room for White Mage (not CNJ perse) to unlock some of these spells.
2. Some have pointed out that the Air and Earth spells have in some past FF titles been White Mage DD spells.
3. More importantly though, some of those 'iconic whm dd spells' will be reworked for Arcanist and Summoner...and other mage roles we have yet to see. So I know what you mean is White Mage should have spells like Dia or Banish, but these spells very well might be slated for Arcanist/Summoner. Just like these 'Black Magic Spells' Bio, Gravity, Poison all are 'on hold' at the moment for either unleased Mage roles or for post level 50 current classes/jobs. And don't forget, Arcanist/Summoner won't be capped at 50 forever as well.
Actually, unless they changed the CNJ/WHM DD spell modifier, to healing or enhancing magic, CNJ/WHM DD output would be exactly the same as it is currently. Sure there'd be differences between Astral-weak mobs and non-astral weak mobs, but it would work about about the same as it does now. (I'm not factoring gear in for this as they would obviously invent astral DD wands/ringbands etc if our dd spells were changed)
Which makes me wonder:
What if SE did give THM all the elemental spells,and gave CNJ Astral nukes in it's place, but kept all the mobs still weak to the same mages damage type(ie pigs are now resistant to elemental damage but weak to astral)?
How would you feel about the difference in damage between the mage classes then? Because, it would be what we have now.
It is possible that SE could release bosses and endgame content weak to Astral Damage and resistant to Elemental? Would you be against these bosses?
It's not just the lore, but the entire game balance. I know you think 'really, just to move 4 spells?' But it really would because once THM/Black Mage is rewritten, then other classes/jobs need to be rebalanced to make sure everyone is equal in their own way. As I said above, they would have to either add 4 skills to every class or take 4 away from THM.
- If they go the 'Subtract 4 skills from THM to add the 'missing' elements route': The skills most likely lost would be the 'survival' or MP restoring skills THM/BLM has (or both).
-If you take away more of THM/BLM's survival skills, there are literally battles they won't survive, no matter how good a WHM you have in the party. (White Mages can't mitigate you being 1-shotted even if you are fully buffed/healed etc.) Even soloing on THM would be problematic and SE would have to make sure your DD spells hit hard to compensate the lack of survival. So now you have an overpowered job that can't survive a sneeze.
-If you take away their MP restoring skills, you are making them dead weight in any party content that lasts longer than their mana pool (which is now made smaller due to less MP restore).
If instead they go the 'add 4 more skills to every class route' Now SE needs to come up with 4x7 or 28 more skills (counting the THM spell additions). That's 28 skills they need to cross-balance not only against each class against each other, and each job role against each other, but game play as well. That's almost enough skills to create 2 entirely new classes/jobs up to current level cap.
When most of us were saying 'but the lore is this and therefore...' we were of course concerned with the in-game storyline. As it does take a team of writers and game developers to re-write and develop new content for a game change this big. But what the 'lore arguement' is really code for is:
The change you think would be simple is so tied to so many other things in the game at the moment, that it can break or force so much to be re-written that many don't see the worth...especially if the underlying complaint is that 'Black Mage is boring to play'. Because having more spells to spam in the exact same manner, won't make you feel less-bored overall. It will fill your action bar more, and make you have to remember not to cast Fire on Ifrit but that's basically it.
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When SE decided to add jobs in this manner, that was their big 'we're gonna rework the battle roles' moment. They aren't going to swap entire skill sets again, because it literally takes months of labor and patches and fixes to accomplish. I don't remember the exact timeline or patches, but I think it was patch 1.19 where SE removed THM's heals and we only got the actual jobs after a couple more patches 6 months later, and even then, things continued to be tweaked through even this summer.Basically, if SE wanted to give Black Mage all the elements, or fix the Elemental Alignments in this game to something more similar to FFXI's wheel, they would have done it already.
This said, I'm sure their will be smaller, but still significant changes made to all the classes/jobs and how they function for ARR. It is possible (and probable) that many of the battle mechanics have changed. So even though the spell/skill and ability lists might be the same, what those abilities actually do or the conditions you need to meet to use them at a given point in battle might be different. With the addition of Arcanist/Summoner the DOTs and effects of WHM/BLM spells might be changed...but the DD output for those spells might increase. Maybe if you are closer to a mob your magic works differently than further away. We won't know until we play.
I know you think I'm just picking on you, and trying to disagree just disagree. I'm not. But for something that seems so simple, (re-assigning a couple of spells) it's actually a very detailed topic. You think we're always getting off-topic when we start talking about class vs job... other party roles...lore etc. But the fact is, those 4 spells don't happen in a vacuum. When you start moving things around in a MMO, balance etc matter, and people go on these 'off-topic' paths to try to sort it all out.