This much should be evident from the fact that no one is complaining about it here, but the stars have aligned and red mage has been gifted a cohesive and engaging iteration this expansion. I think this is something worth celebrating given how fickle the fortunes of the various jobs can be.
- Omni-embolden
The most notable change, no longer are you punished for playing red mage in a party with other casters. Combat raising is strong, and so is black mage, so this is really important as multi-caster raid groups have been a thing for awhile.
- Substantial quality of life changes to aoe
All verfinishers are able to cleave, and being governed by the new mana stack gauge gives you the option to activate them with enchanted moulinet instead of a melee combo. Veraero/thunder 3 into impact got a mana generation boost too putting it on similar footing to single target mana generation. Red mage aoe feels great now.
- Charges on important skills
Charges essentially let you overflow a skill's cooldown without being penalized, so putting them on acceleration and the melee cooldowns is a wise choice. These skills provide a mixture of damage and utility, so having the flexibility to defer their usage slightly to better suit circumstances is a significant boon.
Enagement and displacement now have the same potency too, so you can use the latter as a pure utility tool instead of jumping out of heal range and griefing your healers for more damage. A sensible and overdue change.Frankly there are so many refinements and positive changes to the job that I have only scratched the surface and probably missed some of them. A lot of the changes to the functionality of skills like acceleration and manafication have deeper implications in high end play too that I won't go into now. All in all, I think red mage is poised to coast through this expansion in an excellent state of design.
- New abilities are great
Resolution. I was worried that yet another tacked on finisher would be a boring addition, but it's surprisingly fun in practice. Being a line aoe, it offers meaningfully different gameplay to verholy and scorch, requiring you to be mindful of positioning and rewarding you by letting you aoe in situations the other two cannot. It's another gcd of free movement on top of the existing melee combo, also it just looks cool.
Magicked Barrier is also an excellent addition to rdm's utility kit. Damage mitigation is always welcome in difficult content, there's a nice symmetry to it being the counterpart to smn's everlasting flight, and it propagates extremely quickly with no server tick memes.