I get writing on stuff you think is cool, I think that is a good reason why forumns exist is to talk with fellow players and get good game discussions going whether its mechanics or what have you. And on the same hand, I am not a developer either so we can only do our best research and be willing to talk through ideas.

Now talking about your point, this is because I see the class "identities" this way, but casters to me is a job that you have to plan your casts a bit more in order to get that sweet juicy damage in. Really, I think removing cast times on casters would make the job a bit too "easy" to play and even harder to master. I already have an issue with this game making early content way to easy so much so that, if you want to get into higher end content, you almost have to relearn the entire game. In this case, you would have people moving while casting to keep safe and away from harm, but never really know that there damage is affected by that (believe me, people don't read at times) so when it comes time for them to really push out the damage in higher end content (if they do it), they won't know why they seem to be carried more then helping.

What I love that they added is the triple cast in BLM so you can use that for times when needing to move, or swiftcast option in SMN (granted, this is a weird caster class cause you can really MOVE while playing this one), or even the doubecast option from RDM. They give you tools in order to use so you can keep those spells going, you just have to plan it out a bit more. If they wanted casters to be able to move around more, I think this is more the direction they should be going. BUT AGAIN, I is just like you...I can only offer my thoughts!