I've given this a more thorough read, and I have some thoughts....
You've clearly put a lot of effort into this, and I don't want to knock it too hard, but you really need to take a step back and rethink this. This class has no defined or even implied role, except perhaps as a jack and master of all trades. The powers run the gamut with controller effects, melee attacks, healing, and some strong damage to boot. Not one of them individually seem too overpowered but together it just isn't balanced with the other
4e classes.
You do have an option to focus as melee or controller, but these are only small bonuses one way or the other, and does nothing to reign the problem in. On top of all that, the class features just add more power, and little in the way of adding a blue mage feel to the class.
I can't tell you just how to go about fixing this, but here are some suggestions:
-Strengthen the importance of tactics selection on roles. Have the choice of warrior or wizard build effect the strength and/or selection of powers available, similar to how the options of a rogue, warlord or warlock effect their powers, only moreso. Anything outside of their focus should be nerfed significantly, and those inside should gain effects that reinforce the chosen role. Consider adding a striker option (think gun mage) and perhaps leader (to boost healing/protection). As an example, White Wind could require spending a surge to let others spend theirs with a boost equal to your con bonus, but a blue leader wouldn't need to spend a surge at all.
-Revamp the power selection. More blue magic and monster themed (FF and/or
4e) powers, less powers invented whole cloth. There is plenty out to work with. Cut out some of the unnecessary powers that would fit better in another class, especially if you plan to make the other FF jobs into classes. Leave the "blades" and "strikes" for warriors/knights/etc, and Aero for black mages.
-A better integrated blue magic style mechanic is needed, beyond grabbing anything monsters happen to be using. Something analogous to the wizards spellbook may be in order, where a repertoire of blue magic learned from monsters can be chosen from when using powers. Do
not leave the ability to use enemy powers open ended, even for only at-will powers, it is just asking for trouble later. If you have a custom set of FF monsters you can simply give them blue magics and work with that. Lot's of options here, given that blue mages have a different mechanic in every single game.
-Finally some random thoughts: Integrating healing surges works thematically, but keep it from greatly effecting resource management; Choice of tactics might also determine what implements you can use, such as a striker using a ranged weapon type for implements; This is a mage, adding Int as a secondary stat for some powers might be a good idea.
Anyways, that's all
IMHO and all that. Maybe a little less "H" in there, but whatever.
Good luck with your project!