Given that RDM isn't looking like it's going to be in the best place next patch (they specifically mentioned all the phys ranged, SMN, and the accompanying reworks while saying several jobs might go without adjustments), I've put together a few changes for RDM that would put it roughly on par with where everyone else is going to be.

Dualcast: Altered Functionality - Now reduces the cast time of your next spell by 6s.

This change nerfs Dualcast Verraise a fair amount while still making it overall better than when any other classes have to hardcast their raise. I'd rather see Verraise gone entirely, but this is a relatively happy medium.

Jolt II: Potency increased to 260.

Verfire/Verstone: Potency increased to 290.

Verthunder/Veraero: Potency increased to 330.

Enchanted Reprise: Potency increased to 300.

This change is meant to bring Reprise back to its Media tour numbers, when using it intelligently had the potential to be a large gain for the RDM player but misusing it would just about tank your damage. Currently it's just the latter, almost none of the former. Also, this change brings Reprise's potency per second value just over Moulinet's, so we can finally get rid of Moulinet's usage in the 120s Manafication rotation.

Manafication: Now increases magic damage by 10% for 10 seconds.

This change is meant to make the 120s rotation slightly more appealing and make our most defining ability more impactful to use, given multiplicative scaling on buffs. Also, regarding the common Scorch complaint, Scorch's damage is snapshotted when you press the button, not when the numbers on the screen show up. 10s is plenty of time, just keep calm.