Okay I have the basic revisions for each move/moves done. I am going to post them and give you a moment to look them to form your own thoughts. I will be adding why I "altered" what I did, though that might come tomorrow, lol, lots to write. I will say that you over arcing combos were a bit confusing, so they were more or less done away with. But I did keep your idea of using flexible combos to use both magic and melee efficiently.
While some of the moves may look new, and some are, most are your ideas with slight tweeks, like a new name or reordered. Like all of the magic spells names were changed to different words, since, I feel, the names you used, the ones from the primals, would better fit as a summoners new moves or if SE adds a Blue Mage those would be good names to use as they are enemy attack names as well.
Hope you enjoy.
Abilities:
Lv. 1 Featherblow, TP cost: 70, Cast: instant, Recast: 2.5s
Damage an opponent with a potency of 150.
this was a basic opening move so nothing major to change here
Lv. 2 Blitz, MP cost: varies, Cast: 2.5s, Recast: 2.5s
Deals lightning damage with a potency of 120
This was originally Levin, I changed the name to leave the connection of the attack Levin with enemies, should SE ever implement a Blue Mage. Additionally, I remoged the combo actions since, as of right now now magic has any combo actions attatched, and if they did I doubt physical attacks would combo with magical, and vice versa
Lv. 4 Riposte, TP cost: none, Cast: instant, Recast: 60s
Increases Parry rate by 20% for 15s. Trait Bonus: Adds Increased Accuracy for 20%
This was a nice boost ability, though I removed Remise from the name, and made it a trait bonus instead, also imadded a confirmed duration and lowered the recast time
Lv. 6 Aetherstrike, TP cost: 60, Cast: instant, Recast: 2.5s
Damage an opponent with a potency of 100, Combo Action: Featherblow, Combo Bonus: Increase potency to 200 and restores MP by 15% of damage inflicted.
this is the first combo action, imconnected it to Featherblow instead of a magical attack
Lv. 8 Quake, MP cost: varies, Cast: 2.5s, Recast: 2.5s
Deals earth damage with a potency of 120.
This was Crag, but again another name change, formthe same reason as all other magic spells. I moved it up to allow earlier access to the first "triangle" of the elemental cycle sooner
Lv. 10 Shadowstrike, TP cost: 60, Cast: instant, Recast: 2.5
Damage an opponent with a potency of 100, Combo Action: Featherblow, Combo Bonus: Increases potency to 200 and adds Reduced Accuracy for 20s.
Similar to your original Shadowstick, but slightly altered. The combo action is now featherblow, it is on the GCD, and the added effect is now accuracy down (blind), instead if bind, since bind doesnt really work during melee attacks, since melee moves are always in motion
Lv. 12 Aphonia, TP cost: none, Cast: instant, Recast: 60s
Damage an opponent with a potency of 180 and inflict Silence for 3s.
I altered this to an OGCD ability, similar tomother "stun-like" moves. I also added a damage amount and a trait bonus increasing the Silence duration
Lv. 15 Swallowtail, TP cost: 120, Cast: instant, Recast: 2.5s
Rush towards a target, dealing damage with a potency of 120, cannot be more then 10y away from target. Added Effect: Stun 3s
I altered this to be their stun move similar to a Gladiators Shield Bash. Similarly it acts as a rush move to close the distence between them and the enemy, taken from Nighthawk
Lv. 18 Flood, MP cost: varies, Cast: 2.5s, Recast: 2.5s
Deals water damage with a potency of 120.
This is the same as your Whorl move and all chnages are the same as all previous spells listed
Lv. 22 Nighthawk, TP cost: 60, Cast: instant, Recast: 2.5s
Execute a piercing upward thrust, dealing damage with a potency of 150. Combo Action: Swallowtail Combo Bonus: Increases potency to 250 and adds Piercing Resistance Down for 20s
new combo for swallowtail, complete with a combo bonus and increased potency. The Swallowtail/Nighthawk combo acts as a pre combo for the main one, similar to the two dragoon combos
Lv. 26 Derobement, TP cost: none, Cast: instant, Recast: 120s
Transfers all current enmity towards targeted party member, and reduces all future enmity generation by half for 18s.
this is a renamed version of Murmer's Farce, I made some slight edits to not allow for "trolling", in a sense. While I don't know where Murmer's Farce came from, Derobement is a fencing term to indicate attempting to avoid an opponents attack
Lv. 30 Checkmate, TP cost: 60, Cast: instant, Recast: 2.5
Damage an opponent with a potency of 150. Combo Action: Shadowstrike, Combo Bonus: Increase potency to 250 and adds Slashing Resistance Down for 20s.
This is basically the same as your original version, though, I made the combo action shadowstrick. This is meant to be the main melee combo for RDM
Lv. 34 Fractle, MP cost: varies, Cast: 2.5s, Recast: 2.5s
Deals ice damage with a potency of 120.
this is a new spell since you had every other element, but ice
Lv. 38 Tempest, MP cost: varies, Cast: 2.5s, Recast: 2.5s
Deals wind damage with a potency of 120
the same as your vortex spell just moved to begin filling in the other triangle in the elemental cycle
Lv. 42 Blaze, MP cost: varies, Cast: 2.5s, Recast: 2.5s
Deals fire damage with a potency of 120.
this is your original spell inferno, just moved up into class leveling, not job leveling, name change is the same as the others. With this move the elemental cycle is finished and with a trait bonus will allow for magic "combos"
Lv. 46 Runic, TP cost: none, Cast: instant, Recast: 120s
Negates the next magic attack inflicted on self. Trait Bonus: 25% chance of absorbing damage inflicted as HP, up to 15% of maximum HP
this runic is similar to yours though I made it have a trait bonus that will absorb the damage as HP, 25% of the time
Lv. 50 Passata-Sotto TP cost: none, Cast: instant, Recast: 30s
Deals damage to all opponents within range with a potency of 200. Additional Effect: Inflicts Magic Vulnerability Down for 15s.
This is a slighty different version of your move Piercing Blow, I changed the AoE to a radius instead of a line, increased the potency, changed the added effect, and lowered the cooldown to something similar to Jump
Traits
Level 8: Enhanced Strength I: Increases Strength by 2
standard trait though focusing on strength not intelligence
Level 14:Riposte & Remise: Adds Accuracy for 20% to Riposte.
the new Riposte trait bonus to include Accuracy
Level 16: Enhanced Strength II: Increases Strength by 4
Level 20: Magick and Maim I: Increases base action damage and magical damage by 10%
a new trai, similar to the ones the other mages have, but instead of focusing on magic and healing, it focuses on magic and melee
Level 24: Enhanced Aphonia: Extends Silence duration to 6s.
Level 28: Chainspell: Increases Spell Speed based on the amount of spells cast in succession.
this trait replaces your Spellbound move, by making it so that the more spells you cast in succession the faster they will become. This way you dont have to worry about spell speed on a cooldown
Level 32: Enhanced Strength III: Increases Strength by 6
Level 36: Enhanced Derobement: Reduces Derobement recast time to 90s
normal reduced cooldown time trait
Level 40: Magick and Maim II: Increases base action damage and magical damage by 30%
Level 44:Full Circle: Grants a 25% chance that upon casting any elemental spell, the next spell in the cycle will deal 50% more damage.
this is the big trait that allows you to have those magic combo you wanted, and rewards you for casting your spells in the elemental order.
Level 48: Enhanced Runic: Grants a 25% chance of absorbing damage inflicted as HP, up to 15% of maximum HP.
this is the trait that allows runic to absorb the damage as HP
Red Mage skills
most of the Red Mage moves are new, since this is where I had to move all of the combo effects you wanted the Red Mage to have. Blood Price and Cantrip(can't-trip?) Were removed since they weren't viable. Blood Price because no class has a sacrificing HP motif, except for Dark Knight, and while it's not confirmed, the new Dark Knight job might not even use it. Also Cantrip was removed because while an mp recovery move is nice it shouldn't cost TP, nor should it be Job exclusive.
Lv 30 Composure, Cast: instance, Recast: 10s
Allows the user to enter a composed state that strengthens which art they are using, Mage Form or Melee Form; Spells place you in Mage Form and Weapon Skills place you in Melee Form. Using certain moves will stack Concentration points and increase Critical Hit Rate by 3% for each point gained; with a max of 5 points total. Once 5 points are gained, you will gain Full Concentration, and double the potency of your next attack of the opposite art.
This is how the combos were addressed. This is a form RDMs take to effectively switch between using their melee attacks and their magic ones. Since their MP might be low this will allow them to adjust and recover MP while using Melee abilities and to regain TP while using Magic. Similar toma combined form of Defiance and Astral Fire and Umbral Ice
Lv 35 Dualcast, Cast instant, Recast 60s
Makes the next 2 spells instant casts, with no recast time between them, 25% Chance that the second spell will cost no MP. If in Melee Form, automatically change to Mage Form with one stack of Concentration.
while dualcast may be hard to use in this game it should remain ad what the name implies, casting 2 spells at once, what you had was a buffed version of swiftcast. I changed Dualcast to be just that, with a built in no MP feature. Another viable method is to double the potency of one the next magic spell; which is what I did in my mock-up
Lv. 40 Dia, Cast: 3.5s, Recast: 2.5s
Delivers a powerful magic attack with a potency of 250 to all opponents within the targeted area, requires Full Concentration to perform. All Concentration is lost upon use. Additional Effect: Pacification for 6s.
this becomes the new powerful magic move, similar to the defiance abilities it requires 5 stacks to use. And like holy, has an added effect, in this case Pacification
Lv 45 Zornhau, Cast: instant, Recast: 2.5
Delivers a powerful attack to an opponent with a potency of 300, requires Full Concentration to perform. All Concentration is lost upon use. Additional Effect: Absorbs 25% of damage dealt as MP and 300 TP.
this is the new powerful melee move, similat to defiance abilities it requires 5 stacks to use. I attempted to roll so of cantrips added effects into this move, though I am not sure it that would make it OP or not. Zornhau is a fencing term for wrathful attack
Lv. 50 Trance, Cast: instant, Recast: 180s
Enter a Fully Concentrated state for 10s, allowing for the use of either Dia or Zornhau without consuming any stacks of concentration already gained.
and finally the new lv 50 move that is the same as the infuriated move from warrior, but will not use up any previously gained stacks
Well that is may critique and edit to your original version. I tried to maintain the combo/balance method you wanted but tried to make it a little more streamlined andneasier to follow. While I did edit this I went with your ideas, so if anything it is our compined work not soley yours or mine. I hope you like it but please give me your thoughts on my thoughts, lol. Also it would be interesting if you could give me any feedback on what you think of mine, and any other RDM, concepts.
I wanna thank you, because of the work you did, I was able to discover a cool DPS version for RDM, over my tank idea. While I personally might alter a few things! You helped me see the concept a little easier, thak you.