I don't think its a modeling problem. Heck, even the model's animations themselves are quite decent. Its more effects and what the animations are.
Ifrit's base attack, for example, would actually be a pretty rad mid-grade melee attack (Like an upgraded rotation, or a minor oGCD). Its a cool side slash with a flame effect, just look at it!
But its actually going to look more like this. Or... worse, imagine like 3 other melee going ham on that dummy and also your casting spells too.
What would be an awesome ability for a samurai to cast looks terrible for a caster or ranged, because the jobs have different needs. For them, the animation needs to read clear and well from a distance and have a lot of impact. This is the case for their assaults too. Flaming Crush is... kinda an explosion? But its a melee sorta explosion, like inner release.
Caster and ranged 'impact animations' are subtly different than melee ones. Their particle effects are more 'busy' because the focus isn't on a character doing something awesome like screaming into the air Inner Release style, and they tend to 'rise' higher as a rule so you can see them. If you look at fire 4, deathflare, xenoglosy, pitch perfect, ect, you notice they try to fly over the 'melee line' so they aren't obstructed, or are giant pillars that you will definitely see. A subtle and clever method of making sure your cool spells aren't easily obstructed by your Warrior.
Only Inferno is really appropriate for a 'caster animation' and even then its sorta minor, and your character doesn't do too much. It would be nice for say... egi assault 1 or 2, but your capstone on a 2 minute cooldown? No way.
This is why I think an animation pass is so necessary. A lot of the animations would work fine for a melee and were designed from that perspective without really thinking of how they look to the summoner and how they fit into caster/ranged animations, which go out of their way to 'go high.' Which is really cool and clever and subtle design you might not notice unless your looking for it, and which is absent noticably from the egi.
In my opinion, the fix is admitting egi movement management is silly and only exists to let you pre-place devotion's AOE and to make some of your egi-centered AOEs frustratingly miss sometimes. Biting the bullet and making it your pokemon that follows you around and does ALL its attacks at range by your side frees you up to basically intertwine its cast animations with yours and allows you to design its 'impact' animations as caster/ranged animations, and get rid of all the pet control jank.


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