1. There aren't enough functions in the battle mechanics to give exclusively to one job, bard, cor, RDM, SCH, geo, all competing in the enfeebling department and being able to do DMG in their own unique way. (lol except bard).
Yes there are. Remember back in the day when people argued that there couldn't be tier II enfeebling spells because of the way enfeebling was set up.... Yea, about that. Conceptually, it's not difficult. There are various ways you can buff and enfeeble without jobs stepping on each other toes. Look at the number of enfeebles and buffs that are mob only.
2.Yeah, when you solo, sub dancer dammit
That wouldn't give me ice spikes now would it? You are still hindering my ability to solo with no good reason other than "you don't use it".
Rune fencer has both those spells and has DMG and defense, only no cures, no nukes. It'd be wonderful if they snatched RDM regens and blah spikes and gave us something awesome instead.
So, now you want to pigeon hole me a certain sub job as opposed to having the versatility defined in the job? No thanks. There is no one fit SJ for all. /dnc is a great SJ for DDs because it replenishes hp; however, as a mage, I still live off of MP.
I know you're skeptical because in your mind the chances of SE giving us anything better than ice spikes and Regen is slim right?
Not at all. It's just an asinine idea that shouldn't ever happen. Your solution is completely irrelevant to the problem.
RDM should be the jack of all trades, I can't wait til it gets abilities and spells that doubles its enspell DMG, and gives it EnHanced DMG absorption allowing it close range, I can't wait for it to get a sword enhanced enfeeble that remains on a foe by auto attacking. Sounds like something the job should be able to do, if only they'd stop considering this job too powerful, but then maybe they could nerf a thing or two that really isn't a part of their innate party features or something a seasoned redmage could honestly live without, so it no longer looks like red Mage has so much.
So, I finally see what you're saying, but you're completely off the mark. If your goal is to nerf RDM in order to get powerful stuff that wouldn't "over power" RDM, then you would have to pick spells/abilities that are powerful. You can't claim that regen and spikes do nothing and offer them up for something powerful. You would have to remove something like convert and/or refresh, not something that you get subbing another job. The fact that you can get the same spells from other jobs only furthers the point on why RDM should have them anyway.
As for your desires of close range, RDM has always had that ability, but the player base pushed it away. The necessary changes to make RDM melee more appealing to the crowd base isn't as extreme as you describe. For example, change the calculation of enspell II dmg from enhancing upon casting the spell as opposed to equipped would do wonders. It doesn't have to be "double". Make RDMs work to excel like other jobs. That's the reason why it was never popular in the past. No one wanted to work for it. People want to equip a Joy-Toy and start swinging. It doesn't work that way.