So, essentially, you didn't read my post at all. Well, I'll reply anyway to your sentiment.
Just because MMORPGs expect you to lower your standards, doesn't mean you should. I would not play any other videogame that took dozens and dozens of hours before the central combat system started to matter (moreover, for it to only matter for a treadmill experience of gear-checks). There being a trend of low level content being meaningless fluff to take up the time of players is not a valid excuse. This is something you've just come to expect and will settle for (and thus the MMORPG genre will not improve). You would maybe have a point if the game didn't already show it can be something more.
As for new players, there are ways to help them through. Ways they've already implemented, ranging from fair (more hints, items improved) to very hand-holdy (failure enchantment). These were added alongside a fun-destroying nerfs (and the failure enchantment being pushed too hard). You may be thinking "but they can't do it!" I'm sorry, but this whole attitude is the result of buying too much into the idea that players must be patronized to no end, that they are helpless children that must be carried place to place. The fact is that players do have problem-solving skills and if you are half way generous with tips and tools, they will solve those problems (ARR without the nerf is certainly more than half way with its generosity). People already play videogames harder than this - Final Fantasy games. Monster Hunter is the second most popular franchise in Japan, highly competitive FPS and mobile puzzle games are the most popular in the west. Don't make it seem the difficulty curve isn't there, it is with lv. 5 and 10 main scenario and class quests (or it was, now it is just a flat-line). If anything, the difficulty spike was caused by people not understanding poison or that you shouldn't attack the mage - in other words, a lack of understanding of the basic rules of that scenario, not an inability to do it.
Also you are wrong about 1.0 never being challenging. It did towards the end of the Grand Company quests and several of the job quests. The Nael van Darnus fight was easily the highlight of the game to me. The thing is, it would have been even earlier if they employed level caps - like ARR does now (thank god). The main scenario of 1.0 was a complete mess of design, which allowed crafting and gathering classes to take part in combat scenarios.
