It's funny because during the beta the main argument was "it's just a beta it's not finished, release will fix it", now the main argument is "it's just been a year, it doesn't even have an expansion yet, expansion will fix it". Can't wait for the argument to be "it's just been 2 years and only one expansion, 4.0 and dropping PS3 support will fix it" which will be partially true because the PS3 is holding back this game, maybe not sales wise but certainly with memory limitations and what not.
In open world and quests that were nerfed down hard after beta by adding unneeded helper NPCs and overall lowering mob damage and difficulty? Still feel like we were treated like babies.
In harder content like Coil? All fights are just a linear track that loops around at certain points until you reach a certain HP %, then another looping track begins. There's no variation in boss attacks in general, Scylla will always use Topple at the exact same time, Nael will always jump at the exact same time, etc. The only variations come from the mechanics and that's the major mistake. The only difficulty, at least in Coil, comes from the game throwing a bunch of overlapped mechanics with random targets and random spawn points, back in 1.0 boss attacks were randomized but most mechanics stayed consistent, so you had to adapt differently.
A big example is Nael Hard in 1.23, all his attacks were randomized but mechanics like meteors, golems and him teleporting up always spawned on the same locations, even the final 10 meteors always spawned in the same place. Difficulty in ARR also comes from getting all those points in that linear track mostly right. This analogy has been made before and it's accurate, it's a track with a lot of jumps and if you or someone else fails a certain jump it gets harder to recover or just plainly leads to a wipe. If you want to "git gud" for real you have learn to time those jumps right and also adapt to the way the engine handles latency, the GCD and animation locks.
As a Monk if I want to keep my stacks in T9 I have to time everything exactly right, Shoulder Tackle just as Nael dives to a person then move in and get two attacks before he jumps back, if I have the marker on me I also have to time it just right to not die alone, time Snap Punch right before he jumps after Dynamo so I can refresh it after he jumps back down, etc. If lose just a second or the server skips I most likely will lose all my stacks, even with enough skillspeed. Sure you can call it skillful to adapt to all this and I'd agree because that's how a lot of videogames work, you adapt to their systems, but in ARR adapting to the linearity of boss attacks and the randomness of the mechanics personally isn't as enjoyable as adapting to the randomness of the boss attacks and having consistency in mechanics. It's not the same type of adaptability or battle flow like say the final boss of Stone Vigil Hard has, even if he's on the easier side, or most 1.0 bosses had.
In a way dealing with the randomness of the mechanics and the way the game handles latency and some of the stricter timing in the linear track also due to the GCD is about the same as dealing with 1.0 animation locks and the way the engine made most fights harder than they should be.