For now I wouldn't worry too much about what plans might be implemented in future expansions, because those will surely be as unique from what is available to us now as the Jobs are from their respective Classes, if not moreso.
I'd shy away from using terms like "Red Mage" in-game though, as the term is not canon. I once saw someone in the Quicksand touting their study of "Blue Magic" and "Green Magic" and I didn't think that was entirely kosher. Not every roleplay idea requires a label, especially one with a meaning that could change when and if it's added to FFXIV.
Someone mentioned earlier the difference in aetherial manipulation between DoM classes, and I think it's important to note that contrary to what was said, Arcanists do not manipulate aether outside of their bodies as Conjurers do. I just did the Arcanist guild starter quest last night on a character, and the art is described clearly as one that takes advantage of ones own aether stores and shapes this aether via arcane geometry in order to influence the world.
So it's obvious how Conjury is unique to other disciplines. As to how the field of Arcanima differs from Thaumaturgy, the latter pulls aether deep from within oneself, channels the power into a foci and directs that force into the world. The core practice of Thaumaturgy is to then shift ones aetherial aspect through deep understanding, and encourage a renewal of ones aether stores.
Arcanima, on the other hand, relies less on arcane introspection and more on a calculated and measured understanding of the flow of aether itself. In other words it's less feeling and more thought. Arcanima developed by way of boiling down natural phenomena into mathematics. So it seems like what you do is take preconceived equations, express them geometrically, use this geometry to shape your aether and exert it upon an entity or the environment in order to create or recreate a desired effect.
The practice of Arcanima is described to be very difficult and mentally taxing, because the limitations of their art require optimal application--employing the right equation in the right situation--thus demanding mathematical prowess and tactical insight.
In contrast, Thaumaturgy is described as being more physically taxing, as an inexperienced Mage can drain all of their mana and be left without energy, or overdraw from their life essence and perish. So Arcanima can give you more for less--if used effectively.
Now, in my opinion, you do already see a bit of crossover in disciplines if you look hard enough. Off the top of my head, I imagine Thaumaturgy employs some arcane geometry in any ritual requiring more than one participant or focus (though I see this behavior more frequently practiced by cultists for summoning). In the Summoner job quest line, meanwhile, your mentor instructs you to use deep introspection to formulate and draw forth the captured essence of a Primal imprinted on your aether using an Allagan soul crystal as a focus, which is not at all unlike basic Thaumaturgy.
I'd shy away from using terms like "Red Mage" in-game though, as the term is not canon. I once saw someone in the Quicksand touting their study of "Blue Magic" and "Green Magic" and I didn't think that was entirely kosher. Not every roleplay idea requires a label, especially one with a meaning that could change when and if it's added to FFXIV.
Someone mentioned earlier the difference in aetherial manipulation between DoM classes, and I think it's important to note that contrary to what was said, Arcanists do not manipulate aether outside of their bodies as Conjurers do. I just did the Arcanist guild starter quest last night on a character, and the art is described clearly as one that takes advantage of ones own aether stores and shapes this aether via arcane geometry in order to influence the world.
So it's obvious how Conjury is unique to other disciplines. As to how the field of Arcanima differs from Thaumaturgy, the latter pulls aether deep from within oneself, channels the power into a foci and directs that force into the world. The core practice of Thaumaturgy is to then shift ones aetherial aspect through deep understanding, and encourage a renewal of ones aether stores.
Arcanima, on the other hand, relies less on arcane introspection and more on a calculated and measured understanding of the flow of aether itself. In other words it's less feeling and more thought. Arcanima developed by way of boiling down natural phenomena into mathematics. So it seems like what you do is take preconceived equations, express them geometrically, use this geometry to shape your aether and exert it upon an entity or the environment in order to create or recreate a desired effect.
The practice of Arcanima is described to be very difficult and mentally taxing, because the limitations of their art require optimal application--employing the right equation in the right situation--thus demanding mathematical prowess and tactical insight.
In contrast, Thaumaturgy is described as being more physically taxing, as an inexperienced Mage can drain all of their mana and be left without energy, or overdraw from their life essence and perish. So Arcanima can give you more for less--if used effectively.
Now, in my opinion, you do already see a bit of crossover in disciplines if you look hard enough. Off the top of my head, I imagine Thaumaturgy employs some arcane geometry in any ritual requiring more than one participant or focus (though I see this behavior more frequently practiced by cultists for summoning). In the Summoner job quest line, meanwhile, your mentor instructs you to use deep introspection to formulate and draw forth the captured essence of a Primal imprinted on your aether using an Allagan soul crystal as a focus, which is not at all unlike basic Thaumaturgy.