Some of this crap may be overpowered, but eh, it's all something that I personally think these classes need.
Note: Some of the following items are stolen from Donovan because he actually came up with good ideas.
1st Job.
- Add Teleport.
- Remove Magic Bolt.
- Remove Magic Armor.
- Magic Guard is now always active until deactivated (like Teleport Mastery).
- MP Alchemist. MP recovery items now recover 150% MP.
2nd Job.
- Removed Teleport. It's now in 1st job.
- Mental Training. +30 INT/LUK.
::::Clerics
- Heal. Targets 6 monsters instead of 5 when no allies in range are in need of healing.
- Bless. No longer provides W.ATK/M.ATK. Provides a raw +5% damage increase.
- Holy Arrow. Now targets 2 monsters instead of 1.
::::F/P Wiz
- Removed Slow. It's now in 3rd job.
- Spell Booster. Nuff said.
- Meditation. No longer provides M.ATK increase. +20 INT bonus instead.
- Fire/Poison Reset. Monsters are no longer immune or strong to Fire and Poison.
::::I/L Wiz
- Removed Slow. It's now in 3rd job.
- Spell Booster. Nuff said.
- Meditation. No longer provides M.ATK increase. +20 INT bonus instead.
- Ice/Lightning Reset. Monsters are no longer immune or strong to Fire and Poison.
3rd Job
- Removed Spell Booster. Now in 2nd job.
- Removed Element Reset. Now in 2nd job.
:::

riest
- Dispel: Now removes status effects like potential cancel, zombify, funny skull, potion lock.
- Doom: All levels work 100%. Levels only increase duration of Doom.
- Summon Dragon. Max level at 15.
- Holy Composition. Targets 3 mobs. Mobs become holy weak unless originally holy strong/immune.
- Shining Ray. Now multi-hit.
::::F/P Mage
- Amplification. Can now be turned on and off like Teleport Mastery.
- Seal: Prevents monster from being able to use magic attacks for 10 seconds. 120 second cooldown. Works on bosses.
- F/P Composition. Targets 3 mobs. Mobs become fire/poison weak unless originally F/P strong/immune.
- Explosion. Now multi-hit.
- Slow. Moved from 2nd job. Also affects rate of attack from monsters.
::::I/L Mage
- Amplification. Can now be turned on and off like Teleport Mastery.
- Seal: Prevents monster from being able to use magic attacks for 10 seconds. 120 second cooldown. Works on bosses.
- I/L Composition. Targets 3 mobs. Mobs become ice/lightning weak unless originally F/P strong/immune.
- Ice Strike. Now multi-hit.
- Slow. Moved from 2nd job. Also affects rate of attack from monsters.
4th Job.
- Big Bang. Less charge time to maximize damage. Can perform other actions while charging.
- Remove Mana Reflection.
- Add Magic Expertise. Elemental spells towards neutral or weak monsters ignore 30% of their armor.
- Buff Mastery. Also increases the duration of the buffs you cast.
::::Bishop
- Bahamut. Can summon Dragon from 3rd job along-side Bahamut.
- Holy Shield. Also increases W.DEF and M.DEF by 30%.
- Angel Ray. Now multi-hit.
- Genesis. Ignores damage cap.
::::F/P ArchMage
- Fire Demon. Monsters affected by fire damage are more susceptible for critical hits from fire skills.
- Ifrit. Attacks more often based on weapon speed.
- Paralyze. Now multi-hit.
- Meteor Shower. Ignores damage cap.
::::I/L ArchMage
- Ice Demon. Monsters affected by ice damage are more susceptible for critical hits from ice skills.
- Elquines. Attacks more often based on weapon speed.
- Chain Lightning. Now multi-hit.
- Blizzard. Ignores damage cap.