Pretty bored here atm so I'll just go ahead and post my updated Red Mage build. Ultimately I would like to see a fairly unified build that we can put forward and say to SE "Please make Red Mage something like this." Obviously not everyone is going to like any single build but hopefully we can make one that is popular enough for SE to take seriously.

Abilities are presented in a non-standard format simply to make it easier to see how the job would play. Starting with Fencer as the base class.

Weaponskills:

Lunge - Basic rapier attack, accuracy increased from in front of the target.
Spell combo: Slow; combo bonus: Increases the target's spell casting and WS charge times.

Combos to:
Flourish - Inflicts accuracy down; Combo bonus: Increased accuracy down effect.

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Indirect Lunge - chance to inflict TP bleed from the left or right of the target.
Spell combo: Blind; combo bonus: Inflicts Blind on enemies within area of effect.

Combos to:
Spirit Taker - deals damage to target's MP; Combo bonus: Drain MP.

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Fletch - a running attack that passes through the target, chance to inflict Bleed when used from in front of the target.
Spell combo: Paralyze; Combo bonus: Inflicts Stun.

Combos to:
Tranche - a disorienting attack that exposes weakness, inflicts Imperil; Combo bonus: Increased Imperil duration.

Combos to:
(Red Mage weaponskill) Spellblade - A powerful elemental attack, element varies with current En-spell; Combo bonus: Increased damage.
Spell Combo: Dispel; Combo bonus: Removes multiple effects.

Spells:

Blind

Slow

Paralyze

Temper - Increases auto-attack damage by a set amount based on enhancement magic potency; Self target (aoe with Sacred Prism).

Barrier - decreases incoming damage by a set amount based on enhancement magic potency; Self target (aoe with Sacred Prism).

(Red Mage spell) Dispel

Abilities:

Enblizzard - adds ice elemental damage to attacks and inflicts evasion down. Consumes MP while active.

Enthunder - adds lightning elemental damage to attacks and inflicts attack down. Consumes MP while active.

(Red Mage ability) Enwater - adds water elemental damage to attacks and inflicts defense down. Consumes MP while active.

Expose - resets the target's resistance to your next enfeebling magic spell.

Composure - evade the next area of effect attack.

(Red Mage ability) Refresh - converts half your current TP into MP for the target.

(Red Mage 15 minute ability) Runic Blade - absorb hostile spells with your sword, nullifying their effect and restoring your MP.

Traits:

Enhanced Physical Accuracy
Enhanced Magic Accuracy, levels I and II
Enhanced Enfeebling Magic Potency, levels I and II
Swift Composure
Enhanced Composure - adds Regen effect while active.
Swift Expose
Enhanced Expose - adds a chance to reset the target's resistance to all enfeebling magic.
Fast Cast, levels I and II - gives you a 15% (20% at level II) chance to cast your next spell instantly.