Hmm, I've just started reading the forums and this thread, and Nem, I have to say, damn good job. I think as far as A, B, and C go, it's brilliant. I agree with the guy who said their should be a difference between Mdam and Pdam, and also think that Mdef and Pdef should still be kept unique. I believe this because, in my opinion, casters should have more defense against other casters than say, warriors (knights in my opinion should be all around tanks, able to take a hit etc, so I didn't include them there, and also leather wearers have a slight amount more mdef. My conception of a rogue, being cunning and an assassin type shouldn't be as vulnerable to magic as an up-in-your-face-and-hitting-with-unholy-wrath warrior).
My next thought is your ideas regarding dodge and parry. I see what you mean in terms of balance of damage mitigation, for most DPS classes the mitigation is 25%. I might be nitpicking, but P/W in this case is given the short stick here, with no parry and 12.5% dodge, which I can understand because of its healing ability (which is reduced by BMS), though I feel as a bad-ass battlemonk, they should receive parry as well. As far as other classes having already put stats into dex for acc, and maybe (but rather unlikely) rogues? putting str stats on gear, let warriors, knights, and wardens have some dodge from dex, maybe not quite as much as a rogue, or even scout, but a little bit. I say this because it would allow knights to stack a little bit more for dmg mitigation (which they should have more than any other class, to really solidify their position as tanks). I think K, W, and Wd wouldn't really mind if you reduced the atk from dex down, considering they don't get any patk from the stat as it is now. And If dodge/parry do have caps, then how would level difference and ghost stat bonuses (+dodge +parry) affect the game?
I do very much like your ideas regarding wisdom (especially as a W/R, but booo S/R), the rage one, however, does seem slightly confusing. A wiser warrior becomes angrier faster? <-- Joking. But how would increase rage gen, the others would function as they do now, regenerating a specific amount over time, which would be supplemented by wisdom. However, rage isn't really generated over time (obviously you know this, as your knowledge of game mechanics surpasses mine by leaps and bounds), but would we get more rage per swing? Per hit? Or would we get rage over time just for being in combat (plz).
One last thing, when you were talking about new content, I was just thinking the last instance where it really seemed like mages/multiple mages were useful was HoS/ZS/DL (especially HoS and DL). I haven't really touched KT yet or done more than the third boss on RT easy, but I'd say there really isn't a huge need for mages, with the way things are now in RT (which seems unfair to me). I think they should not only add instances that require mages, either 6 or 12 man, but make some that are even larger than that and require ALL (or almost all) classes, so you can really see some sort of harmony between all of rom's classes on a larger scale. If not more instances, then more difficulties, that leads to more/different trash and dynamic boss fights. This of course going with everything you had mentioned. I feel the idea of a 6 man group consisting of tank, healer, mage, and 3 types of DPS is a little over done already (this being what your proposals would hopefully achieve, but its better than a healer and 5 scouts at least). I'm not saying go Varanas nightmare on us again (though i do think the idea behind that is pretty cool, having to split up into teams and do various content), but something where the trash can pose a threat, and there is actually a tactic to doing something aside from the bosses (ZS/DL). For instance, intruder alert is going off (12+ man raid instance), and you have to deactivate two switches that are in opposite directions of each other. So do you split into two groups, or fight through an army?