Quote Originally Posted by Kabooa View Post
Which were not related to Raise. They were related to the massive Potency dump that is Bahamut, while maintaining the other massive steroid that is Dreadwyrm Trance. Ruin 3 might have dumped from 200, but it also wasn't used on every cast. It was utilized to dump MP outside Dreadwyrm and used within it.
I used Ruin III as a specific example (and Ruin III had been reduced to 150 from 200 back in 4.0 until it was reworked into its 130 potency form), but Summoners already had Dreadwyrm Trance prior to SB. Bahamut is MAYBE the source, but Summoner also got more directly support related effects on their pets and Devotion. And again, YoshiP did state that the reason Red Mage was so low in its damage was due to its damage.

Quote Originally Posted by Kabooa View Post
The data we have shows Summoner doing better the lower percentile we go, so clearly it's not a cut-and-dried "Bad Blackmages are better than Bad summoners". Skill floor tanks pretty evenly on both.
Depends on the variety of "bad" we're talking. If the Black Mage doesn't know how to dodge, then certainly they're going to do bad. If the Summoner doesn't know how to properly weave their spells, then they're going to do bad. They're different varieties of difficulties, but Black Mage's is more of a "breaking tunnel vision" than a hard rotation whereas Summoner just has a higher skill floor rotation but can easily keep their awareness.

Quote Originally Posted by Kabooa View Post
If there's a choice between doing anything for the party and casting Fire 4, I'm going to cast Fire 4. Having our options based on GCD just means they will not get used outside very specific instances in UI.
Right, which is why we would link support effects to our spells which we're already casting than to add new oGCDs or GCDs to do that with.