Unrelated note, I disagree highly with your signature. RDM has never been a melee-centric or melee-heavy job, and in fact usually spends more time casting in the entries for which it is available; the fact that it has better melee equipment or physical stats in older entries is, for the most part, consolation for limiting their access to stronger spells.
I never said RDM was melee-centric. What I did say is that RDM is a combination of sword and spell, and representing that combination is very important. The console FFs kept the three aspects of the job segregated from each other (largely because of turn-based combat), but a modern MMO doesn't have that limit. There's several mechanics that could be used to help represent that combination of trades that the were not possible in the turn-based games.
The Red Mage has only ever been about combining
White and Black magic into something more, with swordplay being largely vestigial; in fact the "iconic" use of a rapier is actually quite recent in series history, around FF11 I think.
There was no combining of anything in the older games. RDM was used as a stand-in for whatever it was you were missing (hence why there are FF1 runs where RDM is the healer since the group has no white mage). As I said above, by design the three aspects of RDM (sword, white magic, black magic) had no interaction with each other, so it was a matter of weaker cures being better than having no cures at all.
Funnily enough, FFXI was the game that tried having RDM combine their trades with Enspells (which allowed auto-attacks to deal additional elemental damage) and Phalanx (which reduced damage taken and stacked with Protect). This was a step in the right direction towards (IMO) the natural evolution of a hybrid like RDM.
Despite the fact that RDM in FFXI was boned by several factors, that one step taken with Enspells and Phalanx is very significant and something that should be built upon.
By comparison, it's been a "turret" as long as it has had Dualcast, introduced in FF5.
Dualcast as a RDM job command was pretty much exclusive to FF5 before the offshoots, and the only reason that job command exists was because Sakaguchi & Co needed a gimmick to get players to level and master RDM (considering Dualcast + Black Magic or Summons was a popular setup, it was a strong gimmick but one that RDM benefited the least from).
For a job focused on combining sword and sorcery, you may mean Rune Fencer, Spellblade or Mystic Knight.
This isn't much of an argument, as the combination that I speak of is more than just enchanting your sword and whacking away (though it is a single step in the right direction). Beyond melee strikes with particle effects, your average hybrid also has mechanics that combine magic and melee: melee skills weakening the target to magic spells, magic spells weakening the enemy to melee skills, melee skills making a follow-up spell instant (bonus if the player has to decide to use that instant cast for a damaging spell or a healing spell), melee skills following a spell having a secondary effect. This all goes well beyond the scope of Mystic Knight/Rune Fencer's concept (though as FFXI has proven, the concept does have directions in which it can grow).
Compare the aforementioned gameplay and mechanics to one where RDM has to stand in one spot spamming magic for 18 GCDs (assuming no Verfire/Verstone procs) before wasting a gap closer to use 3 melee skills + an instant nuke before wasting a gap opener and going back to spamming spells. Where the melee combo feels tacked on and looks like it was almost grudgingly put in because the job would otherwise be as insulting as Revelation Online's Swordmage.
oversused "mage" argument
Was wondering where that would rear its ugly head.