The game doesn't mandate job stones or job quests, and the offender would have to try really hard to get a valid report against this. One of the key points for Endwalker was getting FF solo players that are afraid of multiplayer games (wherever such playerbase exists). This resulted in solo trust support for all of MSQ and even simplification of some dungeons due to trust limitations.
You also can't comment on players' performance directly or reference their parse, logs. On the other hand, if something goes wrong people tend to be chill instead of salty. Healers will get the short end of the stick when the content has to function for a very wide player type and skill range.
Yesterday I had Tender Valley where the last boss didn't finish the blob stack mechanic. The run was fast with high DPS and very little healing. Today I had Worqor where one of the DPS (that is leveling up all jobs to 100) why I'm casting Cure 2... next to people with 4 vuln stacks across them. I got a lot of lilies, a lot of Cure 2, and multiple rezes, but the dungeon run was decent. If this were WoW M+ it would take 40-50 min assuming the group would not disband due to trash-someone and going personal really quickly (and then people would use M+ score to make vetted groups of only "good" players excluding everyone else).
They are probably "happy" that mistakes in DT dungeons do require much more healing. And they probably are excited about their "stressful" mechanics that one-shot if someone doesn't know what the mechanic is/does ;) But that's mostly HEALERS and DPS while Tanks just get a vuln stack or two and do not notice... usually. And the jobs will be more streamlined/homogenized because that is what they can balance. HW's job identity ended up badly for them.
This protest is for direct and barrier healers, while mitigation healers are fine (aside DRK)
