
As many of you know, I am a black mage. I play a lot of other jobs, too, but BLM's my main and I like chatting with other BLMs, talk shop or whatever. It's always nice to have folks help you with the theorycrafting. 
So recently we discovered that BLM should be getting some buffs to help with the major disadvantage of the class--watching our damage turn to suck on movement-heavy fights. I'm not entirely sure what Yoshida intends to have his team do to BLM, but buffs that help our loss due to having to dodge would really be great.
I thought about what changes I'd actually like to see made to black mage (and thaumaturge, where applicable) even though these things probably won't be done by the XIV dev team. Though it'd be kinda cool if we did end up predicting them.
Fellow Fire-spammers, what are your Black Mage changes wishlist? I'd be curious to know what everyone else wants to see the dev team tinker and adjust.
My list of desired BLM changes:
Firestarter and Thundercloud need to have their duration extended to 20 seconds. They should also be able to stack twice. These changes will give us a bit more tactical flexibility--do you burn your charges right away to maintain higher overall DPS, or save them up to quickly finish off an add, or cast while moving?
Apocatastasis desperately needs to not suck and be useful. It's one of our Job abilities and it's completely worthless in its current incarnation. It should simply reduce magic damage taken by the target party member by 20% for 12 seconds--bam, useless cooldown is now useful.
Scathe is pretty boring and also terrible for what we use it for. I suggest totally changing its purpose from being a hilariously inadequate way to try (and fail) to keep our DPS from sucking while moving, to being a more useful utility spell. Couple of points here: it should be put back at 120 potency, removed from the global cooldown and given a separate cooldown (4 seconds). The existing proc to double the spell's potency should be replaced with an additional effect that refreshes the duration of either Astral Fire or Umbral Ice. Being removed from the GCD means we can also toss it in while the GCD spins after expending a Firestarter or Thundercloud charge.
Aetherial Manipulation is situationally useful, but it's also really fuckin' stupid. It's a clear example of Square trying to be too clever for their own good. Just make it a standard blink: AM should teleport you 15m forward, in the direction your character is facing. FOR REALSIES TELEPORT TOO, not this dumbass sliding-across-the-floor crap. Actual "disappear and reappear" teleporting!
Manaward should get a bit of a duration boost; it's way shorter than Manawall's duration and the defensive ability lag in this game is pretty significant so... extending it to 30 seconds would be nice.
Thunder line spells also need to get a bit of a rework. Thundercloud works fine, but we have very little reason to cast Thunder III unless we have a Thundercloud charge. I'm not exactly sure how to rework these, since if we were to increase the DoT potency of the higher-ranked spells, the lower-ranked ones would be ignored. Maybe someone else has ideas here, but basically I feel that they're kind of clunky.
That's kind of all I can think about now. Would like to hear other folks' thoughts about things that could be done to make BLM better.

So recently we discovered that BLM should be getting some buffs to help with the major disadvantage of the class--watching our damage turn to suck on movement-heavy fights. I'm not entirely sure what Yoshida intends to have his team do to BLM, but buffs that help our loss due to having to dodge would really be great.
I thought about what changes I'd actually like to see made to black mage (and thaumaturge, where applicable) even though these things probably won't be done by the XIV dev team. Though it'd be kinda cool if we did end up predicting them.
Fellow Fire-spammers, what are your Black Mage changes wishlist? I'd be curious to know what everyone else wants to see the dev team tinker and adjust.
My list of desired BLM changes:
Firestarter and Thundercloud need to have their duration extended to 20 seconds. They should also be able to stack twice. These changes will give us a bit more tactical flexibility--do you burn your charges right away to maintain higher overall DPS, or save them up to quickly finish off an add, or cast while moving?
Apocatastasis desperately needs to not suck and be useful. It's one of our Job abilities and it's completely worthless in its current incarnation. It should simply reduce magic damage taken by the target party member by 20% for 12 seconds--bam, useless cooldown is now useful.
Scathe is pretty boring and also terrible for what we use it for. I suggest totally changing its purpose from being a hilariously inadequate way to try (and fail) to keep our DPS from sucking while moving, to being a more useful utility spell. Couple of points here: it should be put back at 120 potency, removed from the global cooldown and given a separate cooldown (4 seconds). The existing proc to double the spell's potency should be replaced with an additional effect that refreshes the duration of either Astral Fire or Umbral Ice. Being removed from the GCD means we can also toss it in while the GCD spins after expending a Firestarter or Thundercloud charge.
Aetherial Manipulation is situationally useful, but it's also really fuckin' stupid. It's a clear example of Square trying to be too clever for their own good. Just make it a standard blink: AM should teleport you 15m forward, in the direction your character is facing. FOR REALSIES TELEPORT TOO, not this dumbass sliding-across-the-floor crap. Actual "disappear and reappear" teleporting!
Manaward should get a bit of a duration boost; it's way shorter than Manawall's duration and the defensive ability lag in this game is pretty significant so... extending it to 30 seconds would be nice.
Thunder line spells also need to get a bit of a rework. Thundercloud works fine, but we have very little reason to cast Thunder III unless we have a Thundercloud charge. I'm not exactly sure how to rework these, since if we were to increase the DoT potency of the higher-ranked spells, the lower-ranked ones would be ignored. Maybe someone else has ideas here, but basically I feel that they're kind of clunky.
That's kind of all I can think about now. Would like to hear other folks' thoughts about things that could be done to make BLM better.
attractive enmity device