For a few comments on the RDM suggestions in the OP:
- You note early in the list that the net potency of the melee combo and several single-target abilities is reduced, but "offers greater flexibility in exchange". I think a problem there is that RDMs already fall behind in the damage department, with such net nerfs making the gap significantly worse. In many of these cases the skill ceiling is raised for a RDM, and I expect the intent was for these balance changes to net out to be neutral at best with optimal play.
- I can understand the Displacement change, removing the potency from the ability so that players do not feel a need to use it on cooldown upon completing a melee combo, especially since you can easily jump to your death on encounters with limited platform space. I might also suggest removing the potency from Corps-a-Corps as well, and shifting that damage into the melee combo, so that the ability remains optional for mobility, rather than a free hit. Also, Displacement's animation shows some form of attack... but having it unleash some type of CC on the target (say, cutting their hamstrings to slow them down) could be an effective way to salvage that.
- RDMs absolutely need another way to restore some MP if only to make Mana Shift less daunting, especially since we're basically living with LD constantly on cooldown, and with TP going away next expansion, a shift to an MP cost will compound it... although 1% return on casting Impact would still return less MP than you spent casting Jolt. (Personally I'm a fan of us getting some kind of new ability next expansion, like a constant +2% MP/s or an Osmose-type spell we can spam in a pinch, but I would settle for just sapping large amounts of MP with our melee combo instead.)
- I disagree with the suggestion to add AoE to Verholy/Verflare, and with the reduction of damage to Moulinet. One of our current issues is that our AoE is, to be perfectly frank, boring - a spam of two buttons - and such a change would not only defeat the purpose of Moulinet entirely (allowing the player to use it on the move is of limited effectiveness given its limited range in the first place, and its resources may be better saved for its alternative), but shunt a significant portion of our AoE behind 3 additional GCDs, with a net potency loss.
- One thing to consider about Vercure's potency, is that Dualcast already effectively doubles our healing potency compared to other classes, though I'm admittedly not checking cost-effectiveness at the moment.