Sort of. WoW's classes have been designed to be easy to pick up, but mastering a class/spec still takes a bit (though mostly done if you read the tooltips and hit a target dummy to get a feel of how it all comes together). There is, surprisingly, less intuitiveness to WoW's classes than FFXIV's classes. FFXIV has combos and the mechanics are pretty obvious. I noticed this back when I used my complimentary legion boost to boost a rogue to lv100, and was very impressed with how the tutorial was structured; by the end I was a passable lv100 rogue.
That said, yes, we would need an actual tutorial for the gameplay aspect of a level boost. I'd suggest SE look at Blizzard's tutorials for boosted characters as a starting point, and then implement that Intermediate Hall to further teach people how to play.
What people wanted was likely a return to the 2.0 relic quest instead of making a potential zone dedicated to relic progression.
I personally would have hopped back on the relic thing if it involved recent/semi-recent content as opposed to currency grinds. Or if the process was shaken up a bit with different steps. Since that very impressive starter quest (get item with materia, kill HM Ifrit/Titan/Garuda, get weapon), relics have been nothing but grinding old content and whatever random currency is being asked for. And that's the system's greatest flaw, IMO. Making Eureka relic-centered doesn't solve that at all; all it looks like it'll do is segregate relic progression to that zone alone, and I can bet dollars to donuts that it'll have either a specific cost of entry or a limit to the number of times you can enter.
I'll admit this part annoyed me. Instead of easing people into content, they seem to want to keep the current difficulty curve and just make stuff that's harder for the top tier guilds. I personally don't see this working without making savage "easier" (and that might be their aim without actually saying it). So you'd have normal mode, savage mode, and ultra-savage mode for the Lucrecias and Angereds of the world.
The translation for this made little sense. Particularly the thing about tank stances. Can't comment on something that makes no sense, and I haven't had a chance to look at the article in JP to see if I can decipher it.the increased details on what Yoshi meant by a revamped battle system and skill pruning?
This isn't really a problem per se. All classes pretty much have the stats they gravitate towards, be it BRDs with Crit/Skill Speed and so on, so nothing is changing on that front other than instead of having stat budgets wasted on accuracy, you'd have the same stats on every piece of gear, which does look like a problem without actually being one.removing Parry and Accuracy, further reducing the number of secondary stats we have? (Yes, I want those stats gone too, but removing and not replacing them means we'll have even less choices on our gear)