Historically, this alone doesn't do much to mitigate the issues and causes friction in games with vastly larger PvP playerbases than FFXIV (Overwatch, League of Legends). Generally secondary queues are what tend to be introduced for teams, which I assume would be the route for Crystal Conflict if it does well.
It's more a case of: Solo players would, inevitably, be placed against grouped players and that situation rarely feels good to play in. Granted, the shorter playtime of a CC game might mitigate that feeling somewhat since you aren't putting 30+ minutes into a lost cause. Though, if CC got to the point of having a long term healthy base of players there'd still be the issue of solo players running into groups more often near the higher end of the ranked spectrum, since there's simply less population to pull from.
