I'd be cautious looking at 'ease of play' when comparing Red Mage to other classes.
First, it's a "young" job. Which means it has the level of 'complexity' of a level 50 class. It hasn't had additional mechanics slapped onto it yet with expansions but still has to be level 70. The result is bound to be a 'simplistic style', but if you play a Black Mage at 50 it's not all that different from a complexity point.
Secondly, I think they're aiming for a bit of a 'external' playstyle. I tend to consider playstyles 'internal' when you're focused on your rotation, maintaining buffs, etc. Rather than focusing on reaction gameplay like procs, or supporting/healing party members which I call 'External' gameplay.
Healers are the classic example of 'External Focus'. The players focus is primarily on the group, that focus is like flexing a muscle. They have very simple damage capabilities because doing damage is like relaxing that Focus muscle for them. If you bounce a player too much between External focus and internal focus, you end up exhausting them mentally and many will find the effect jarring or 'unfun' without the ability to articulate why.
I think this is why Red Mage has the style it has. The external focus is related to their ver-cure and ver-raise utility, but their Damage mechanism, being reactionary Proc based, is external as well. The 'focus unflex' is during the melee combo, which is very linear.
Between the 'young-ness' and the 'external focus' Red Mage can be seen as a very simplistic job, I agree. But I think that's going to change quickly as the 'external focus' of their toolkit gets expanded in further updates.
What I doubt ever seeing though, is the addition of 'internal focus' gameplay of adding Rotations or Buff maintenance or Damage over Time.