The flowerpot did not lag computers, weren't unique in being high-poly. (Monsters were often higher-poly than players by simple fact that they had more uncovered geometry and would look like crap otherwise.)
The Stamina Bar was fine. Replacing it with Auto-attacks just meant cutting the actual button-presses per minute down greatly and a reduction of generator options (as Light/Heavy Attacks and usually one other action per class were replaced with... just auto-attacking).
Jump, or the lack thereof, truly wasn't a big deal. Look at any of the various action RPGs without them (Final Fantasy: SoP, Nioh 2), some of which even dependent on the lack of a Jump so that their map pathing can remain intricate. Look at most MMOs use of them (literally just people bobbing in cities). Nothing would have changed with or without it, so I don't get why so many videos pretend this was some featural abyss, including your linked one.
But fine, some further critiques for that particular channel:
- Having your mini-map turned off would not prevent you from knowing where you are in the zone, especially when that zone is larger and or more labyrinthine; that would come down to your World Map.
- Why spend so much time criticizing... a feature that didn't even make it to any beta?
- That a team with less than half the resources given to Yoshida and a critical lack of previously promised staff, and painfully unresponsive and/or contradictory SE management of the project as a whole would have issues does not particularly suggest that said team was unambitious or thought "Final Fantasy was a cash cow, and fans will line of up for the milking". The sheer number of refunds, the low original price of the game, and free months puts that motive pretty far out of reach.
- Quest NPCs not showing up on the world map, so that you might actually have to read the quest descriptions?!! Oh nooo! (...It was fine.)
- ...You could literally assign hotkeys for the main menu items, just like you can now. You did not have to access everything through the main menu. For my part, I just assigned the main menu to middle mouse button and would scroll, but that took a plugin.
- The guy waits until the end of his explanation of Fatigue to mention that, when multi-leveling, you would need to play 270 hours in a week to be unable to progress at all (outside of gil/gear/etc.), and 135 hours per week to have non-gil/gear progression affected at all. There are, for context, only 168 hours in a week, or 112 while still allowing for 8 hours per day of sleeping and eating. For most players, it effectively acted as Rested-Exp-Per-Class would here (or, Rested Exp, where if you kill gods on one job, you can probably still do so --if less skillfully-- on any other, since your Character/Physical Level was separate from your Proficiency/Class Rank), except in that the base exp rate was lower back then.
- Exp rates (for vertical progression) from farming dense mob areas / mob camps were as nearly high when playing in groups as doing leves were, and skill point acquisition (for horizontal progression) was far greater. Running out of leves was not as bad as he makes out.
Other than that, most of what he's saying in that vid seems reasonably(?) accurate, even if sometimes weirdly framed.