Okay.
How would you do this?
Because most of what's being asked for is potency buffs, and that doesn't fit this model well - When buffing is statistically a low part of total damage outputs, equalizing "RDPS" with potency buffs means the jobs who are "PDPS = RDPS" get edged out.
https://www.fflogs.com/zone/statisti...5&dpstype=pdps
Take this as an example - Aggregate data of good runs.
Red mage's RDPS is 400 higher than it's ADPS (AKA PDPS + Group buffs). If we are to equalize the RDPS to Black Mage (~1900), and do this solely via potency buffs, then Red mage's ADPS is 15,400. At a glance this doesn't seem so bad, except for one thing.
The Black Mage is wholly independent of everyone else for its damage contribution. A Black Mage is always [arbitrary] number. It never changes on the group composition. It never changes on whether or not others capitalize on buff windows, for indeed it applies none.
If it's 15,000, it will always be 15,000.
If the Red Mage is 15,000, it can be 14,500. It can be 15,500. It can be [Personal +/- raid variance], and the issue is that raid variance isn't really that significant a portion of damage in the grand scheme of things. If at all levels of play the Red Mage should be in the same ball park as the Black Mage, it's a small raid variance with a high static value (Personal DPS).
And at that point, why even bother bringing the Black Mage? The Red mage will be just as good and can swing higher when your team is better.
That 700 more DPS the Black mage does (but not really - RDPS is RDPS, and they're going to be the same, if RDM won't be higher) means you kill faster. Sure, speedkilling.
When teams are pushing something along the lines of 100,000 DPS, 700 more dps would be .7%.
If your kill time with the Black Mage is 7:21 (441 seconds) then you kill time without one is 444.