First your not wrong at all, and in that vein I'd say/did say 2 tiers of each of the 6 elements in the common FF wheel, they can still have or not have enfeebling effects, so you go from 8/9 spells to 12 but have every element. The dmg for each tier being equal so w/o any mods (weakness, resistance, elemental buffs, etc.) fire = water = blizzard = 15 dmg(base as a lvl 1), and they'd scale w/ level to make them never "useless" the second tier could introduce a second enfeebling effect, boosted damage, combo access, etc. to make them also useful.
I think(again I'm not really a mage in this so much yet, but I know a number of them) most thm/blm spam thunder>thundara>thundaga because in the end all we care about in EG seems to be DPS, and that chain is where DPS is @, nothing else really matters, at least that's what I've seen up to this point in my playing.
I think the other "failing?" point of the current spell system lies in making combos necessary, and in some cases they're detrimental. I cast thunder > need to thundara now for it's added effect against a group cause something went sideways(tank died/dc'd) but I have to wait til the combo timer is up to cast it, shit I'm dead already ...
Yes there's other ways to go outside of that, and it's just a loose example to illustrate a point, not an end all be all fact.
Magic Bursting off melee combos like someone else mentioned or later off of battle regimens like skillchain > MB worked, make the buttons light up just like for a combo, that way people don't whine about having to pay too much attention to what others are doing. I loved skillchaining, and on drk being the opener and MBing off chains I started![]()