Excuse me, good sir, but my pop culture association twitched. The manner of which you are speaking invoked an image of a character in my mind.
http://i.imgur.com/6PUkBqr.jpg
(all in good humor, I hope you get the reference)
I am staunchly against redesigning any content intended to be soloed, or limiting or removing the Trust system in any way from its current form. Being able to play solo through as much content as I can is the reason they got me to A. Purchase SoA. B. Pay for a server transfer. C. Fork over a monthly subscription. They limit or change that now, they lose me.
As far as people who seem to have an antiquated idea of what an MMO should be, I can't blame you, as this is a thirteen year old game, for having such a perspective. But please bear in mind this is 2016, not 2006. MMOs are commonplace now, the base is diversified, and worse, heavily conflicted and segmented. Back where people were begging for any sort of company in terms of video games, and the fact that the rest of the world did not really catch up to the early adapters of the internet as a part of daily life, it was acceptable to think of a concept of a game that forced you to be social in an era where gamers had problems in that department.
Now, it's much different. People are online every day from social media to cloud based documentation, or even streaming/video based income - and sitting at the computer doesn't mean these days that you have nothing else to do but play an MMO. So waiting around for four hours and/or spending days preparing a class you don't enjoy just to get into a piece of content that drops gear for the job you originally wanted to play anyways doesn't fly as acceptable hobby habits. Especially when this MMO is already quite aged and there are multiple competitors who don't charge a regular subscription.
Given the context of this day and age of online gaming, I'd say your viewpoint would do more to hasten the end of this game's services, then catering to the soloists.
That's not to say every player does or should treat this as a single player game, though it does have a lot of success in the elements that imply that. Rather I submit that MMOs are slowly adapting a new definition. In which grouping isn't a requirement for advancement, so much as it is to tackle heavier challenges for faster progression. That's why this piece of content appeals to me. Not just as a soloist but as a player in general.
It's also why I'm still on the fence with Server merges, while pieces of popular content become overcrowded due to lack of foresight for the influx of soloists out there.
I agree that the more people party, the better it is for everyone. Sadly my play-style does not fit with the average pickup group and that's not a common option for me (even though the door is open for whomever will jut take me up for how I'll play). There should still be the option for outliers like me to have fun and enjoy the game while still pushing progression, and I'm glad they've accommodated.
As far as what it's doing to the community? Forced bonds often are severed when they are no longer absolutely necessary. Bonds made willingly, often last regardless of condition. Insted of making groups out of need, I'd recommend you do it out of desire. They tend to be better groups all around anyways.