The problem is not the game, but the players. More players want instant gratification, hiding behind excuses like "I can't play the whole day, I have a life to live". Well, so do I! Yet I'd want a game that is slower paced. People rush to endgame, clear all content and leave because there is nothing to do. And with a fast paced leveling people with little time get left behind even faster.
Grinding in itself won't solve any problems though, the battle system should be more complex so you actually LEARN something by leveling up. Class quest should not simply be a story, but actually teach you about how to play the class. PGL quests were quite good, teaching you about combos and how you have to keep up greased lightning. I hear GLD quests have an NPC tank stuff for you and when you pull aggro from them you get nearly oneshotted. How are tanks supposed to learn how to hold aggro?
Another point I agree with the OP on is, elements. They, as well as many other things were cut out because things are "causing too much stress", as Yoshida worded it. Same with more behavioral patterns and aggro methods for monsters. The monster AI is dumber than a brick. Collision detection? Too stressful. Realistic movement animation? Too stressful. Might as well just jump off a bridge, breathing is too stressful too!
I also see people complaining how crafting and gathering is slow. Are you kidding me? I get 90% HQ crafts, netting me 60k exp + crafting exp per leve, make that 180k with repeatable hand-ins at level 30. In 1.0, we were getting 200-400exp per craft at level 30 and 2-4k per leve. It did get better after adjustments, but still not comparable to the pace we get now. And crafting still got degraded to materia melding instead of being an actual class. No one is saying to make leveling a craft a requirement, but it should at least be an alternative to farming tomes. Yet people are seemingly fine with it, even though farming mats would be easier once you level a DoL - just like you had to level a battle class.
Alas, they have to cater to the crowd to get money, which is why the game is how it is now.