Well it's June 2012, no one has stepped up to fix the page. Infact even the so called current listing is wrong entirely.
First, everything listed is gone. We have no elemental atributes, and the Thauturmage Guild does not sell weapon skills.
We have been gimped as far as the total number of magical attacks we can carry, but what attacks we do carry seem to be more powerfull. That is, I can take on a NPC at my own level and have expectations to beat it in 2-3 hits. However some seem to weak, especialy those like say the hardshell who should be incredibly tough. They should be almost 0 evade, but massive high Def. Still, I can wipe them out in 2-3 hits.
We have been granted Raise, which is all but useless. No one expects a raise any longer. Might be usefull in an EXP grind, but no one asks Thaumaturges to groups, much like Red Mages of FFXI.
Weapon skills? Nope. Spirit dart? Nope.
What do we do when we are not casting? Very Slow, point blank Bludgeon. Thats right we smash our wand or stave into the enemy as if we have no Magic. Must work wonders for maintaining condition of gear...
Ohh yes, and it is official that we cannot use weapon skills from other jobs. However we are permited to use a handfull of mage friendly Actions from other jobs, but they do not use TP, and none are attacking type, only buff.
There are limits to how many Additional Actions may be sloted, however there are no limits to Class Actions and there is no option to equip or unequip a Class Action.
Really it's just safe to say, the job has changed entirely. Although we are still mages.
THM nuke Strength (Scourge, Banish, Shadowsear, etc.) is based on INT.
The total damage done by DoTs is actually gagued by your PIE. The higher your PIE, the more damage/tick spells like Poison will do. It's not uncommon to hear about THMs stacking high amounts of PIE for long fights because DoT damage is considered some of the best Damage per mana in the game and can be very effective.
PIE is also theorized to increase the amount of your Siphon spells and Drain.
So on each skill, there's an Attribute. The percentage value, is the amount of your spell type you have in your point allocation for that specific category.
Scourge: Deals umbral damage to and reduces umbral magic defense of enemies within area of effect. Attribute: Ice: 34% Earth: 33% Water: 33%
For example, has ice at 34% and the others at 33%. Now, while I think they're all 33.3333% etc, one is a 1% higher just to make it even 100%. Have not figured out exactly what they affect, but I'm starting to see a trend that it's a slight chance to hit with that classification of spell. Scourge is Umbral, which means Ice Earth and Water point allocations are all used to calculate something about Umbral spells. (Lightning, Wind, Fire for Astral). A reason I am making this point about a slight chance to hit, is me putting points into more of the Umbral spell types, and seeing Damnation actually hitting a lot more than prior levels.
As a Thaumaturge, the majority of our spells are Umbral, meaning spending points in Ice Earth and Water, would help out the majority of them. Poison is Water, in Umbral, good times.
As far as point allocation goes. When you hit Thaumaturge 28 you get Silence. This is not Umbral, but Astral (Wind) on the tooltip. This means, that you probably don't want to only stack the 3 types and ignore the others. There's probably a balance to be had, and until more Thaumaturge's get higher levels to do some more testing, then I would make a safe assumption that you will want to have about 75% Umbral and 25% Astral point allocation by the time you hit 25.