Thing is RDM has lower DPS /because/ it's classified as partial support. It's quick raise is a part of it's utility and just like every other heavily support based DPS job the numbers it puts out reflect this reality. Thus having the job be heavily punished for even just performing one raise makes little to no sense. Having a situation where /two/ raises put you in a situation where you need to actively start altering your rotation is unacceptable on top of that. If using Lucid on cooldown provides no tangible effect aside from running out of MP slower then the job's MP consumption is poorly tuned and was rightly changed to reflect it. A job should not be in an MP deficit for using part of it's utility or heaven forbid from one death. Not even healers are ever in a situation where dying once dramatically alters their performance.

I was in a situation when E4 came out where both healers died constantly and I legitimately had to resort to auto-attacking and using my no-MP melee moves to do damage because I could not make my mana back to start my proper rotation. I don't mind RDM losing some of it's rezbot utility, but so long as we have the ability to raise there should /never/ be a situation where a player legitimately could not make back their mana even after people start getting their act together. And yes, I was using Lucid every chance it came up. It didn't help me get back to a position where I could reliably DPS for the rest of the run and my numbers tanked as a result. I don't foresee that being an issue now.