Unfortunately I have not had the pleasure of tackling this tier yet due to extenuating real life circumstances, Mt raid group found a sub for me in the interim so I cannot answer how that would affect Red Mage in this tier, though I'm given to understand that very frequently in 2s and 3s that it's mobility tools are taxed quite a bit just getting into position for mechanics.
Don't take the following to mean I dislike or don't want these disadvantages. Much like you I assume since you said you wanted cast times back, I enjoy them and consider them integral to the rdm / caster experience.
In a fight like e11s, however, when the group has two melee and two tanks, all the melee spots are taken up if he casts thunder. During the 2m burst back then, which was simply two 10.2 second combos back to back, I had to get real skinny and precise with my positioning in order to not kill anyone or get killed with lightning.
In the melee uptime strategy for e12s part 2, I as the caster was forced far away to the back and rendered completely unable to burst.
E4s, as ranged I had to disengage a few times I'd have rather stayed in and melee combo's.
TEA, my bursts mandated me to take up already clogged traffic zones in Brute/Cruise, and when I subbed for groups who were used to smn they had to get used to working around just how immobile rdm was comparatively.
UCoB, several times throughout twin and adds phase, rdm is forced far FAR out of range for melee for a variety of reasons. Any group with rdm needed the healer to act as the backup hellbaiter if the phys ranged got picked, whereas smn were just fine filling the role if they were present.
UWU; ifrit baiting and getting into position with titan were quite tough since you were frequently away from / launched away from the boss. God help any group that tried to get their rdm to handle mesohigh tethers in Ultima Weapon itself, though summoner was just fine handling it. Admittedly though phys ranged was best for handling this part of the mechanic during annihilation.
I can brainstorm more later but those are off the top of my head.
Cureproc is great for getting back into the bread and better but every second not casting and generating mana is a second that rdm is misaligning its melee bursts with embo and manafy. It's perfectly possible too much downtime will ruin triple combo burst.Funny enough, SMN is terrible to optimize because there is no optimization. Just a monkas line to follow. It was only a matter of time until a fight like P2S make you sync Bahamut out of buff windows and point this glaring weakness. RDM isn't dealing with such issue during the downtime, they can just vercure to get a free quickcast.
It's a dumb tax in the first place. It was really only conceived because of the piercing meta I believe, though also possibly due to Bard job stacking back in arr, though the role buffs ought to have been a good enough answer imo.Legitimately I'm trying to understand this big tax because Ranged Physical is a giant wildfire and only Bard is currently doing fine. I don't see Machinist being good unless they get some massive firepower boost.
That one's out of my wheelhouse, sorry.To begin with, SMN new rotation looked nice and all on paper but it has massive issues and not to mention that now everyone that hates on SMN just says mobility is the reason and deal with it. It gives the job a giant identity crisis. Before potency buffs, I would rather have them have another look at the job because its just not working.