I thought I'd share a suggestion with the community that would likely have to wait for the implementation of 2.0.
After watching this video and seeing the...interesting new weapons, I thought, "Hmm...that BLM/THM staff looks pretty cool in Active Mode. Too bad that never happens."
SE should provide an incentive for mages to wield their weapons in battle. Obviously, joining the front lines in melee combat would make just as much sense as it did in FFXI, which (sadly) delegated the majority of staves to mere gear swap pieces. The same should not happen in the new FFXIV.
There a many ways to accomplish this and add a new layer to the combat system for mages. However, we still want to preserve the element of choice between the benefits of Active Mode and the the HP/MP regeneration of Passive Mode. Furthermore, we want to reward mages for using Active Mode rather punish them for not doing so, so let's rule out the simplest solution right now:"Mages can only cast spells while in Active Mode".
I'll list some general ideas for CNJ/WHM and THM/BLM separately, but they could be interchangeable or fall under the skillset of future Classes and Jobs.
CNJ/WHM
-In Active Mode, the mage can target/double-click on a fellow party member, similar to initiating Auto-Attack. However, this will grant a minor continuous support effect to that party member, such as Regen/Refresh, Phalanx, -PDT/-MDT, Haste, etc.
-Active Mode generates a very light aura effect based on the equipped weapon, such as Elemental Resistances, En-spell effects, or the previously mentioned buffs.
BLM/THM
-Ranged Auto-Attack - a very simple suggestion that allows the mage to focus even more damage onto a specific target. To maintain balance, the damage is minimal in comparison to Auto-Attacks and Light Shots from the other classes. Perhaps taking advantage of a monster's elemental weakness could lead to increased damage or other debilitating effects, depending on the weapon's inherent element.
-Alternatively, mages could trade damage for a light debilitating effect on the targeted monster, such as +PDT/+MDT, Slow, a low chance to paralyze the target for a round, etc.
-Fast Cast effect while the weapon is drawn, or, if we want to be really crazy, the ability to move and cast at 50% movement speed.
In both cases, using different type of staves/clubs/etc. could produce different effects. My only worry is that this will result in inventory overload, so it might be best just to delegate "Stance" abilities like Cleric Stance to produce these effects.
Granted, these would be difficult to balance, but the key is to ensure that Active Mode effects are worth using while MP-consuming abilities and spells are powerful enough to warrant replenishing your MP in Passive Mode. Perhaps the Passive Mode Regen/Refresh rates could be increased to accompany the other changes.
Ideas? Thoughts? Hate it? And TL;DR: Ever play a mage in Fat Princess or Dragon Age Origins/Dragon Age 2? That's kind of where I'm coming from.