I can definitely see what you're saying. The problem with needing a support role is a) the holy trinity exists, and b) party sizes are limited, so there isn't really room for a "support."
Now, I tried not to do repeating spells from other classes. Trust me, I wanted to use Sleep and so forth, but other classes had similar effects. If Oil were included, I imagine it would be more of a blinding effect. Throwing Oil in their eyes as to work off of pre-existing debuffs in the game. (Edit: Now that I think about, Blinding Smash has been re-named to Oil Smash. I imagine the graphic for this would be a lot more aesthetically pleasing)
Bubble was also... I couldn't figure out how to put that effect in the game. It simply doubled the health bar temporarily during a fight. I can see how that could be useful as an emergency cooldown, but there aren't a lot of classes that actually have this idea implemented. But if you took a tank's already decent enough-sized health bar, and then healed them to full with room for overhealing, that would be a little over-powered. Maybe a smaller health boost for an extended period of time. I did a lot of research on the other classes. I figured things out like every class learns traits and skills at the exact same level. I'm working with the system here, and trying to adhere to whatever ambiguous code they have going on.
Faith and Bravery/Valor are something to look into, I'd have to squeeze that in somewhere, perhaps.
As much as I would like the real Reverse, how would that work in an MMO? Just make all the DPS useless and the healers the DPS? It just isn't possible. You need to think on the plane we stand in. Trust me, it would be the best thing in the world to follow exact mechanics. But there is a balancing issue.
You are right, the hammer doesn't really fit the Time Mage as much, but I couldn't really take away from the base class. Perhaps Time Mage specific smaller mallets, or maybe longer pole hammers that are more decorative with smaller head pieces to look like staves.
I can go through these one-by-one.
Time Magic:
Haste: Consistant buff throughout the entirety of the spellset. don't think I need a separate spell named "Haste" when that word is literally plastered across the sheet.
Slow: "See Haste."
Stop: I do, in fact, have a Stop spell. It isn't named Stop, but that can be changed. (EDIT: I have named the spell Stop)
Quicken: I can replace the name of the Trait "Wilt" with "Quicken," as that would make more sense. (Edit: Done)
Gravity: Exists on another class. No repeats.
Demi: I went and threw this in over Decay. Good enough effect.
Reflect: I feel this is a tanking spell, and should be on a bulkier class. Yes, it's green magic, but Arcanist gets Bio, so meh. To argue that I use Shell consistantly, it is to buff allies moreso than make oneself tanky. The green mage is supposed to produce Shell on himself, then promptly remove it to blast aoe damage around him. So it won't be on for too long, unless you keep it there.
Blink: Again, this belongs on something that can tank, not a DD.
Float: Just hand them Levitate from WoW, and force devs to not use ground-based AoEs for their boss fights to limit this spell and actually make a boss fight challenging?
Regen: See "Reverse," combine it with "Decay." Heal over time. Done. Combine with Wither for burst healing.
Green Magic:
Silence: Why one specific resistance? I only have so many spells to work with. That is literally the spell amount cap I have going. I can't be that specific.
Oil: See above.
Blind: Effect already exists in the game.
Choke: So the constant use of Slow effects isn't really gettin' in there, huh?
Immobilize: Maybe something to look into. Without reduced Lightning resist.
Toxify: See "De-Protect." (EDIT: Named De-Protect "Toxify.")
Enchant: See "Shell-Grafted Hammer." I assume the idea to make weapon strikes hit for magical damage. I've simply reversed strength and intelligence gains to have a similar effect, though not the same.
Bubble, Faith and Bravery: Went over that. (EDIT: Bubble is now a skill)