Ignoring your appeal to authority (because the FFXIV devs are absolutely infallible), it boils down to looking at the elements that make up the job and what makes sense given that knowledge. If you tell me a class is built on a combination of sword and spells through concept and aesthetic (RDM), then I'm going to expect to see that well-represented in gameplay. I can understand if there's limits or things that can't be done in one specific medium/genre, but that can only be taken so far.
And you can't call it my headcanon when the idea sprouted from SE's own games. While FFXI helped the concept evolve, RDM was always the FF series' original hybrid. You can't even say this is something only I wanted, as there were also threads asking for a RDM with melee & spell mechanics (partly to avoid Refresh-botting, partly because the sword should not collect dust) going as far back as the beta to ARR.
You're sliding away from the actual point though. My concern isn't the validity of such desires, but the assertion of the statement that the job is "supposed to" match them just because that thing's what
players wanted it to be when we have no evidence it matches up with dev intent.
Your use of "supposed to" is a giveaway that you got your hopes up -- like a kid ripping open packages on Christmas morning only to be disappointed an expensive gift from Santa was "supposed to" be under the tree -- but its literal phrasing implies that the devs were ever bound to your design, which is patently untrue.
Sure, the devs are fallible, but you can't state they made a mistake as a matter of fact just because you're dissatisfied with what was delivered, particularly when many players
are either satisfied with what was released or optimistic about the base design.
Well, since you were nice enough to ask, assuming we want to go with sword enchanting as a mechanic for RDM, you can go the route of building a resource that can be spent piecemeal on sword enchants. An alternative would be combo bonuses where following a spell with a specific sword strike grants an enspell buff that lasts for something like 20-30s.
Assuming you want melee & magic mechanics, you can go the way of weaponskills granting RNG procs for instant spells, melee skills granting a stacking buff that reduces cast time of the next spell, or melee strikes building a resource that allows certain spells to be cast instantly. To ensure the rotation between sword and spells is followed, have melee strikes gain a secondary effect if used after a spell, or have spells apply a short debuff that increases damage taken from your melee skills.
Mind you that neither of the above are mutually exclusive, but given the FFXVI developers' understandable aversion to button bloat, there's that to keep in mind as well.
[...] What I'm arguing for doesn't move RDM into ["Knight who employs Combat Magic"]. If anything, it's essentially ["Mage who uses both White and Black spells (but lower ranked, with other stats to compensate, including in melee areas)"] but actually putting the entire concept to work.
Here's the thing though: Mechanically, you've just designed a melee job. Not "a caster DPS who
also uses melee in near-equal shares", literally a melee job that punctuates combos with spells.
Sure, maybe every other attack or so is arbitrarily designed to have a range, but the same could be said of NIN mudras, DRG dives or any tank's MP skills; nothing is actually compelling you to
back up when a spell comes up in the rotation, and you would functionally never
want to back off unless compelled by encounter mechanics, making the act of giving the spells a range niche at best and largely flavor at worst. Ultimately you're not only at the greatest advantage when dug into melee range, but
literally unable to use most of your spells in the first place without being close enough to charge them with your melee.
It's a core melee job in Int gear (and even that would be a point of contention).
In other words, you've flipped the equation exactly on its head, not "balanced" it by any stretch.
Now, maybe that's your intent, but as I've previously explained, the devs have already made several melee jobs who alternate magic, and it's a separate archetype. If I wanted to play a melee with magic finishers, I would just play NIN, or hold out for RUN.
In order for melee to have a bigger role in the current design, you'd need to:
- Adjust how mana is consumed (you can't automatically consume mana like the current design without adding a second melee combo)
- Adjust how mana is generated (either remove mana gains from everything but Verfire/Verstone/Verthunder/Veraero or make melee strikes generate mana)
- Change melee skill and spell potencies (buff melee skills, nerf spells)
- Create an incentive to use melee skills outside of 80/80 (or de-emphasize the use of Jolt so that it doesn't eclipse the melee skills)
- Throw in a mechanic that ties sword skills and spells (sword combo lets you cast a spell instantly)
All of this is very doable (in fact, most of these come from
a thread I made shortly before Stormblood launched). It's also very unlikely because the devs said they wouldn't do an overhaul again after WAR during ARR.
I wouldn't say it's unlikely at all, just unlikely to happen overnight exactly the way you dictated. I could see many of these being taken as directions for advancements of the job in future expansions, and in fact we've already seen a slow creep in that direction even with what little we gained in Shadowbringers. Mana generation rates and melee skill emphasis were increased with the introduction of Scorch, while Reprise and the buff to Manafication made us more liberal with Mana spending outside of the 80/80 combo.
Besides, ShB literally overhauled WHM, AST and BRD. Never say never, particularly with statements made a half decade ago.
If delay reduction between spells cast had been a thing for RDM since the first Final Fantasy game (like maybe spells cast by a RDM always go first in an attack turn), I could have been convinced that it's just natural progression for the job. That, however, was never the case.
And on the other hand, the "combination of sword and magic into something more" wasn't in the original Final Fantasy either -- at least not in a manner that set Red Mage's use of spell and blade apart from Knight and Ninja's access to magic. In fact, the concept of adding elemental enhancements to weapons through magic wasn't introduced until FF4 with Cid's Engineering, and wasn't attributed to a job until... ah.
FF5.
Just like Dualcast.
If you want to discuss points connected to RDM's design and concepts, I'm all ears. Using the mage argument basically means you have no real points, as that argument is used in bad faith to try to kill the discussion.
It's only made in "bad faith" if used in the same dishonest manner as a common troll. Given I'm still yammering on about it, I think I've demonstrated at this point that my backing of this point is as genuine as my belief that you've misconstrued the point of the job. T'is a hill I will die on.

Originally Posted by
wereotter
Only a handful of games in the series even have red mages, so your assertion that red mage has never been a melee job (then proving that it has been a melee job) seems to only be thinking of one title as the end all and be all of the job.
Consider the full history of the job:
FF1: all-rounder job limited in access to higher level spells with fewer cast charges than its black and white mage counterparts. Had access to medium weight armor and swords.
FF2: non-existent
FF3: starter job that was outclassed by other jobs pretty quickly. Acted similarly to FF1 in that it had access to a few spells and more swords and armor.
FF4: non-existent
FF5: continued the trend of being able to use low-level magic alongside being a melee fighter. Unlocked the Dualcast ability that helped red mage keep up with magic damage of other casting jobs, and being even more powerful when used by other dedicated casters.
FF6: non-existent, though one could consider Celes a red mage archetype. She learns magic naturally, but most of her spells are weaker than Terra's in the long run, and is highly competent with a sword.
FF7: non-existent
FF8: non-existent
FF9: no playable red mages exist
FF10: non-existent
FF11: this is the title that you seem to be referencing, and I expect is where you are trying to distinguish red mages from the other jobs. I never played the title, but from what I understand while being the most recent implementation, it is also the outlier of what the job is.
FF12: non-existent in the original. The Zodiac Job release continues the trend of giving the character a wide variety of spells, along with some unique magic, and includes a mace and shield as weapons.
FF13: Lightning is very close to being a red mage, and her initial paradigms include offensive caster, healer, and melee fighter, all of which she is equally competent at.
FF14: this game
FF15: non-existent
So to that end, explicit red mages, and if we expand the definition to include Celes and Lightning, have always been competent fighters with a sword. Depending on your playstyle, it's also highly likely that a player would rely on sword attacks first and magic as a backup for enemies like flan that need magical damage or as a backup healer. Just as likely as someone who views them as a caster first and melee fighter once their mana runs out.
And on the other hand:
- Much like the devs in FF5 and FF11, I made a distinction multiple times (including in the section
you quoted) between a Red Mage and a Spellblade-archetype, and Celes is literally called a Rune Knight with access to
one healing spell. It's telling that you didn't point to an example like Terra, whose repertoire much better balances damage and healing like a classical Red Mage, and whose primary weapons are even small swords.
- Implying a Red Mage is a melee-centric job just because it can equip a mace is like implying a White Mage is melee-centric because it could wield hammers in FF1. But not to be accused of another "bad faith" argument, the Red Battlemage has by and large lower LP costs on spell upgrades than on weapon and armor upgrades.
- The Lightning example further
reinforces my point. The most distinctive thing about her kit is that her faster attack animations and greater access to innate Haste skills gives her the functional equivalent of a Chainspell element (as close as you can get in a game where all spells are already instant), making her exactly the kind of turret we're discussing.