Can we just not have FFXI's RDM. I loved RDM in XI, I really did. But it was little more than half a WHM and half a BLM with a little sprinkling of melee on top that didn't really add any substance. I want RDM to be unique, without being chained to the ideas that XI instilled. Drop Refresh/Convert, drop En-spells, and drop the focus on enfeebling. And, just because, drop the sword, the staff, the dagger and the wand. Make them ranged or leave them melee, but do something new with the weapon at the very least because the sword/staff combo is so completely polarised as Melee-Only and Magic-Only that they can't even begin to work together.

Give them a balance of stats so that they can be as effective as both an attacker or a caster over time, even if their immediate numbers aren't great. Give them abilities that let them use both their magic and their attacks at the same time (not like En-s that were just there to give a boost to melee damage numbers, but like adding real spells from an otherwise ordinary spell list to their attacks), or let them rain down spells with their melee attacks; I'm envisioning area effects both healing and damage-wise with the target as the center of the effect, with sub-targeting for single target attacks/heals.

In XI, Red Mage was shown to be a pale imitation of more focused jobs where their few stand-out abilities were their only unique abilities. In XIV, please let them be something unique that isn't half a job combined with another half a job. Don't limit them to being underpowered just because they're versatile, but don't let them fill a single role better than any role-specific job either. I can't support a Red Mage that isn't more than the sum of its parts, but I can't justify one that makes another job obsolete either.