Thanks for the suggestions. Loud and clear - I'm going to edit the OP today, some clarifications that I will change up top as well, and some responses to the cool ideas everyone had!

GEO :
- Geomancy was intended to be a static stance along with your Job soul. Meaning you can never ever take it off. I thought being able to use all your old CNJ/WHM armor would be cool, but I understand it needs to be changed. I'm not crazy about adding Water as a job skill, as I feel like there is already a lot to add, and making it your MP regen isn't exactly concurrent with Fluid Aura. I am going to change Geomancy to your MP regen ability - and the style of the regen will be based on the stacks you have up.
- Combo system: This was very unclear, and I have some major tweaks that play on your Geomacy stacks that I think everyone will be pleased with. The basic idea is Stone II > Quake > Elemental Blast > Flood/Tornado. However, I have some adjustments to that I think will make it way more fun.
- Tornado : Yeah the 7y knockback is just stupid, but I explained the ancillary effects poorly as well. Inside of the Tornado Circle (ele blast combo'ed), PLAYERS get a buff that allows them to add (from themselves) the Aero an Aero II effects. Basically, you have your WAR start blasting 12 mobs in a speed run with overpower, and everytime he hits one, it has a 20% chance to land Aero, and a 10% chance to land Aero II. Basically it turns all of your allies into DoT proccing machines. You could be looking at 8 Aero/AeroIIs stacked on a mob under the Tornado Effect. That is hugely overpowered, so I figured the KB was a necessary drawback...but probably something like 3y would do the trick, just enough to cause a little chaos and force the tank to wrangle everything back in for AoEs.
Theorycrafting : My eyes gloss over so much when I try to get into examining the #s, The potencies I throw out are just mild guesses at balance, I trust that whatever Kitru comes us with in terms of #s makes sense and creates the theoretical balance.

Time Mage:
- Stop : Stop IS OPed, to make up for the fact that Time Mage has some pretty serious weaknesses in healing. i.e. short range on AE heals, managing stacks, etc. Maybe give them a trait that allows bind to persist through damage, with a 20% chance to break on any new attack, and reduce the timer on the Bind. So that is fail safe if you Stop something, and then some dummy smacks it, you have a chance to retain the CC.
- Gravity : Well, Continuum would have a beastly CD, so if you dropped out of it, you better be damn sure you don't need it for a WHILE, so they need some form of doing some kind of damage outside of Thunder DoTs. Bosses are resistant to its effects, not immune. Meaning, you would cap the dmg that it could do per tick, or reduce the potency to.... uh.... No idea, .2% / stack? I'd need some theorycrafting firepower or more time on my hands to figure that out, hehe.
- Quick : I'd want it to be more powerful than Fey Light by a pretty good margin, as this would be a strong point of Time Mage.
- Rewind : Yup, it will be tough to use, better not try to solo heal titan on a Time Mage : D It would be Rewind > Blizzard II Spam > Blizzard on STs that need it. I see Rewind as a mitigation tool as opposed to a true healing tool. BUT, if it wouldn't work in practice, change that to 3s, or 2s, or 1.5s - whatever would needed to balance it out.
- Fire Mechanic : No need to differentiate anything, 1 rank of fire will remove the most recent stack of any debuff. Whether that is poison, para, heavy, etc. There are plenty of times people have multiples, for instance, if you are fighting the slime boss in WP and are heavy and para'ed, Fire II would cure both of those at once, but at the cost of the Time Mage's mana regeneration, and its a huge cost because Transpose doesn't do much here. You can transpose to fire, and remove status effects like a boss, but then you have to cast 2 Ice spells to get back to generating mana again. I'm actually of the opinion that this one would be a very interesting mechanic, and it would just take some potency tweaking to get it balanced.