It's interesting to find out exactly how RDM positionals will come into play, should they exist. Part of me wants to say there should be a penalty to dmg if casting in melee range, because something needs to force the rdm to retreat back into a ranged stance, otherwise what is the point. The other part of me though doesn't see a big issue with not having a penalty because it is generally bad practice for ranged fighters to remain in melee range. A future vision I have of bad rdms, and complaints about rdms are those who refuse to move out of melee range to cast.
The penalty for remaining in melee range while casting will likely be around the same as it is for our current positional fighters, and certain mechanics and bosses take away optimal positioning. That is just how it is and part of how difficulty is engaged. The difference here though is taking a penalty on something with a cast time.
In any case, the video suggests that optimizing rdm requires tactful positionining, and I am quite sure that in the end, a big challenge with playing rdm will be using these draw/retreat methods of positioning along with proper timing and coordination of their abilities. It would be crazy boring if a set rotation forces you to use the draw/retreat instead of giving that flexibility to the rdm to choose when it is the best time to.
Back flipping to their doom? I'd honestly laugh so hard whether I see it, or do it myself. Enjoy those derps while they can be laughed off! "pNot going to lie but if that "Repelling shot" skill is a required combo skill for Red Mage just to get into proper distance I will be laughing like crazy when a bunch of Red Mages "jump" off to their death on Primal Fights or any Dungeon Boss Fights that have dangerous zones that made the stage too small