Red Mage game play has changed significantly if only just for the amount of options for synergy that having 100 mana of overhead as opposed to 40 gives us (not even discussing how much relative mana that actually is). Combined with 2 charges of Acceleration, Red Mage has something it generally didn't have over its rotation before: control.

Through Acceleration and swift, Red Mage now has control over its weave and move windows where before you only had swift. That control brings with it responsibility: you need to predict when you need what weave and move windows open ahead of time to not drift fleche or contre at all. Generally easy, just accel after the Melee combo, but now if you even swift you can use accel to put yourself back on track.

Having an entire extra combo's worth of overhead gives control over using melee. The Melee combo which is Red Mage's primary movement utility. Moreover the combo can be better aligned with bursts, and proper management leads to the ability to drop three combos in quick succession, most of them under burst.

I'm with Rongway on this topic for now. What SE has proved time and time again is that their reworks seldom if ever add anything of gameplay depth; rather, they often focus on flashiness. For better or worse, Summoner is a grand example of this, and so is Machinist.

I'd rather, if they felt that need, them create a fourth caster and channel their creativity there.