It doesn't matter what you "think" what matters is what is right in front of our face. Fights with extremely serious DPS checks. Please try to understand that your opinion isn't important in scenarios like turn 8. The damage required to win is.
This isn't about me or my damage that I've since fixed. Stop trying to distract from the conversation while focusing on something that was simply used as example of why what you were saying doesn't work in all situations. This is distracting the point of this discussion.
Since no one wants to get back on topic I figured I'd throw in a bone to get us back on track.
I was thinking something like guildhests for solo play might be a good idea. You can have a series of them for each of the three positions.
The DPS ones could be tiered such that each successive tier requires more DPS. Similar to how t8 is (with 4 dreads) 1,120,000 / (11*60) = 1696.96 DPS we could have small one person fights that have a specific time limit where a specific amount of damage must be done. This would make it so if you are able to clear the S-rank (or whatever it could be called) missions then you know you have enough to tackle this content. Also to avoid any conflict make sure we don't tie any rewards or titles to it. This way it's entirely personal.
For Tank we could have something you simply need to take a beating and survive for X amount of time. Each tier can focus on different types of damage. One could be dread training where you're hit by one massive enemy, or another where you have many enemies and you must handle mobs.
For healer it could be different scenarios. Some where you have to quickly remove debuffs (like we need in moogle mog), one where we need to heal many people at once, one where one person is getting hit like a truck and the heals need to be focused and hard.
I think a series of fights like these could easily be enough to gauge you're ability to handle certain end game elements if they are designed well. Any thoughts guys?