The reason why he is wrong is because he equates "Character progression past 50" with "elemental wheels" or gloves that take a year to obtain, when there are a plethora of other viable ways to implement this that would be more fun and less of a balance headache.
Horrible analogy is horrible. "Hey Yoshi, we were wondering if we were getting vegetables with our dinner?" A:"Well we don't like Brussel sprouts, so no." OK?
@Bourne_Endeavour I only skimmed your arguments the past few pages, but you're clearly missing out on a lot of the reason for this sort of system. There are thousands of players who may have fun in this sort of system, that is "the point" that you asked once or twice. Further, you say it is meaningless out of difficult content because it is faceroll. This statement makes several incorrect assumptions, 1. that there is only extremely difficult and extremely faceroll content. 2. You're making the broad statement that all non top-tier content is meaningless. In which case, the current state of the game is designed horribly, and I am unsure why you play? 3. If you feel that the optimal builds are the only ones that should be in the game, how can you support having as many jobs that we have, or secondary stats? It just sounds like you're playing the wrong genre, tbh.
I know I already responded to you, but then I read this and thought of an adequate example. You mention queueing into expert with people who are not great at their rotations, but perhaps it's that the rotations are a bit too cumbersome for them, or that they do not find them enjoyable. A talent system could allow for them to improve their DPS from what you are seeing, by taking more passive talents that improve DPS and removing cumbersome/difficult ones. They may not have top tier DPS, but they'd have better than they do now. For example, a black mage may take a talent which replaces ley lines or enochian with a passive buff that improves spell speed or damage. Their ceiling isn't as high, but their floor is higher.