There's a reason I believe the job has to be boiled down to the simplest form of its concept. Forget the "support job" nonsense and focus on "guy with a sword that uses magic". You can build a job using that core aspect of RDM once you toss away the preconceptions that don't work within the current game.
That said, I wanted to comment on some of the stuff the OP presented.
] This really depends on how you want to build the job, though I don't think splitting the job between STR and MND is a good idea. I'd switch out Blizzard II for Thunder, unless you also want Blizzard II to supplement as an AoE attack. The devs would be iffy about it, but I think giving RDM access to Sleep would also fit the class and give it a form of utility. BLM would still have the advantage since they can AoE Sleep.
The standard "melee should combo into magic" cocnept, which is fine.Combo 1
This I'm iffy on because it does two things. First it has too many debuffs attached to it (Blind and Piercing Resist Down on top of the job already having something that reduces resistance to magic). Secondly because if Armour Break's debuff is separate from Disembowel you're basically making every raid stack a RDM and a DRG for a double piercing resist down debuff. Sure, BRD would benefit from thing but it doesn't really seem right to have something like that happen.Combo 2
To start, I don't think auras really belong on RDM. That said, The idea behind Fire Pulse is decent, but an AoE damage aura isn't something that should be given to player characters IMO. Wind Pulse is too good to have the raid pass up on it by letting the RDM use their MP on other things. Holy Pulse is the odd man out since minor healing is not really helpful with the amount of damage that you see flying around.Fire Pulse (Stance)
Wind Pulse (Stance)
Holy Pulse (Stance)
Your attempt is appreciated, but yeah it needs tweaking.