This is what a lot of people categorizing extreme trials and sometimes even savage as midcore tend to miss.
Either way, beyond everybody having different metrics for what is softcore, midcore and hardcore (time spent, preparation, difficulty, execution, coordination, whatever floats your boat), what the OP did was using those words instead of actual metrics that aren't used as wedge issues by the playerbase: the main difference between two main types of content in the core PVE of the game right now is raidplan vs no raidplan. One can blind prog extremes and up, but the fact that you still have to write even if just in your head those multiple pages of raidplans is something that pushes a lot of the playerbase away, and I'm saying this as a player that has raided for a long time, they also do push me away especially today in DDR lalaland. The tragedy is that it becomes extremely difficult to actually challenge players in such an environment today without immediately jumping into heavy raidplan territory for the very reason that there is no difficulty left at the RPG battlesystem level and the job's difficulty.
There is also a secondary metric that people already hinted at that is recoverability of fights, which goes hand in hand with the aforementioned RPG battlesystems we have lost: if it's a body check or an instant wipe mechanic, it's automatically going to push away the same population that doesn't want to deal with that kind of binary difficulty. The current issue is that it's very hard to provide casual difficulty or complexity because those systems have been completely removed from the game (resource management, party synergy, and a sustain based job/party system). It wasn't rare before ShB to have parties crumble down and wipe not because of bodychecks or gotcha mechanics, but because the party slowly got overwhelmed by damage and mechanics, or was left with no MP to continue, which offered a much more organic level of difficulty than BRAINLESS <<<< OR >>>> HARDCORE.
Yes honestly the only thing Dawntrail actually introduced is a much faster pace with overlapping mechanics relying more on often obnoxious visual cues from the boss or the arena, and call it "new encounter design".
