The job of the Red Mage is basically a great idea, but not well implemented in the gameplay.
For me, it clearly lacks more reference to a lively melee-magic ratio in a reasonable switching system. Also, it's quite dry and a bit tough to play.
My ideas would be:
1. the Red Mage Meele charger
This Red Mage version, switches from white/black magic charging via spells, to two melee chains.
One for black magic charging, the other for white magic.
These are nimble combat styles that are faster to get through, don't do as much damage, but replenish mana faster.
Then the Red Mage jumps away from the enemy, as a starting function for the magic phase, and uses up the accumulated magic in powerful spells.
What should not consume the accumulated magic too quickly, however, so that the ratio of time between close combat and magical ranged combat remains in the average.
At last he performs a final attack which makes him dash to the enemy again and consumes a magical charge in melee which can be used as another melee chain.
Depending on which magic form you start the chain with, you can perform 2 different types of final chains and as a bonus trigger a selfbuff separated by the magic type you used as final attack. It overwrites the standard build chains.
So white magic can be protective for the group, black magic can steal life or something.
This starts the build up chain again.
This should make for a more splashy experience. Especially because you also unite 2 clear power positions, but clearly felt also separate and the melee is carried out much more often, once as a building factor for all sorts of cool range magic and secondly as a final conclusion, which also gives again the entry into the melee to the nimble build-up chain and the whole with optional buffs / debuffs etc..