Eh, each to their own opinion, I guess.

Just somethings to keep in mind, both noticed on paper and just in gameplay in general - as I play this in PvP a lot.

Red Mage has both a close and an escape tool. It's burst is up frequently (Thanks to the tool that also resets both gap closer and escape). The risk of me diving in is usually minimal, and also makes melee very wary of chasing due to fear of getting burst themselves.

In frontline, the mobility is really good if you're smart about it. Corps-a-crops an enemy, followed by Flenge get in front of them and then displacement. You now have free casting time as they have to catch up to and pass you, which may also bring Corps-a-corps up again. (Usually this is also assuming you have fellows chasing to pincer them in.)

It's also wise to keep in mind that Both Displacement and Corps-a-corps does the same damage as Verstone/fire. Paired with a Dualcast of Jolt II/Impact, that's 4150 on a 10 second timer. Thanks to the adjustments to MP cost adjustments, you should be able to do that three times over a 30 second period before MP/TP runs out.

Now, I'm all for buffs but I find people underestimate a RDM's tricks in PvP ... a lot.