Once again, you're missing the point. You can make your RDMs in console FFs buffbots because again, you're limited by turn-based combat. Turn-based combat simply does not allow for mixing the three main disciplines that make up a Red Mage because you're playing to use your turns efficiently to win the battle.
Real-time combat makes it possible, but requires the job to be designed with that from the ground up while allowing mechanics that create synergy between the three elements of the Red Mage. This is where FFXI dropped the ball because they basically gave the job weak melee, weak white magic and weak black magic with nothing to create synergy between the three, just like it was designed in the console FFs. That's the reason why it was mostly useless and had to be turned into a refresh-bot and healer to get spots in parties.
Enspells was a step in the right direction but they never took it further, much to the job's detriment. The saddest part is that it was the ideal way to let the job close the gap between it and the other melee DPS. Simply put, if a brute force guy deals 20 physical damage with a sword, a red mage would deal 10 physical damage with a sword and 10 magical damage through a sword enchant (the 10 extra damage could also come from a self-buff that allows the Red Mage to hit harder or even weaving spells with sword strikes). The gap is nonexistent despite the brute force guy being physically stronger than the red mage, and that's the idea that should be followed.