Ultimates/Savage: Why the dumbing down exists
Those who understand why Ultimates come down to very precise dps checks understand the fact that you can only really do that if the jobs are easy to calculate in a 15-30 minute fight.
For DPS:
1. That doesn't allow for conditional skills (skills you use depending on conditions and situations).
2. You want skills which pull enemies toward you, skills which add dots or bounce from enemy to enemy? You want a job gauge which has more than 1 use? Nah, that's too much balance for ultimates
Tanks/Healers:
1. Tanks all have to be designed the same way; they all have the same 123 into fell cleave, one way or another because any deviation or uniqueness to tank's dps skills results in balancing hell; you'll end up with 1-3 tanks that are you vastly inferior in Ultimates and flat out not used.
The trend land is clear:
1. Realm Reborn, Heavensward, and Stormblood: Most jobs were unique; these 3 expansions had the most complaint about job balance from savage raiders.
2. Shadowbringers and Endwalker: Least complaints from Ultimate and savage raiders.
So. When you cater to high end raiders you usually get happy raiders because all the jobs are designed around that content. But when you cater to casuals who want unique jobs and could care less about balance you get unique jobs.
PS. One word statement: All the crying about Bard and Dragoon being required for 3 expansions for high end content.
Until we confront this battle between whom the game is made for; for high end raiders or for casuals the game will remained dumbed down and the fun only exists in Ultimates raiding. That's why Yoship told us to play Ultimates if we want healers to be engaging.