I actually approve of the idea of a jump potion but only if these requirements are put in place first:
1. RMT report is more intuitive. Once reported their chat spam is block from your chat box and the report automatically copies their last msg. DEV's can then see both the name and what the "player" msg is and easily trace it to the account and then ban it once a certain amount is reached. When you have 100 rmt reports from multiple sources of Aaaa'ggghg Whhvvr'sss with the /say of "www.fakegoldwin2win.com BUY NOW!!!" its really hard to dispute the fact that they are an rmt bot and the account that character is on a gil seller.
2. Different player status. A status next to your name similar to the "new leaf" that indicates either they are a brand new player with no prior experience in FFXIV or a returning player who has had some prior experience would help to alleviate veterans and let them know that they are knew and to adjust their expectations accordingly.
3. A tutorial. While PoTD is a great place to test out your new skills and abilities, it is not the best place to test rotations. This is specifically geared towards players who bought the potion and have no prior experience in FFXIV or MMO's. Heck they can even make the intro of the game when you are floating in the aether an interactive tutorial of the Job you choose where the Ascians act as training dummies. Examples of such tutorials include Kingdom Hearts, and even Dark Souls.
Example of a tutorial for tanks:
1. Do your enmity rotation and take aggro from the Ascians who have targeted Hydalen.
2. Reduce damage by using a cooldown with each attack becoming stronger and thus using stronger cool downs.
3. Grab multiple Ascians by using aoe.
4. Job specific abilities and skills explanation and test. Also introducing players to the tank's death negating ability, ex Hallowed Ground, Holmgang, Living Dead.
5. The test. You fight an Ascian using all the skills you have learned thus far.
4. Fully Implement Squadrons. This game is ultimately a FF game so story is important. However if one is not gated from dungeons and story progression by long queue times then the use of Squadrons can help the player enjoy the story at their own pace. This will mainly apply to the 2.0 series for now. This is also a chance to introduce some of the npc's players will meet along the way and during dungeons they can spout helpful hints about the player's job like telling the player to use aoe skills in large groups, etc.
5. Reduction of strict grinding methods. Hey SE, do you want your new players to be subbed for a month or a year? Allowing dailies to carry over and accumulate to a max of three days can help alleviate some of the stress of having to always log in every day. Uncharted 4 does this well. New players can know that as long as they log in every so often they can still progress. We want this game to be a game and not a second job. I'm sure most players new and old will appreciate this as this game will become very demanding as they progress so easing them into it is a great way to start.
6. Cave of Trials. The music Mission to the Deep Space is played during this instance. This is a series of challenges designed to test all players on the performance of their chosen Job. These trials are similar to what most fighting games have and are just to see if you can execute certain rotations in order and maximize your dps, healing or damage negation. Some trials will require the advice of others or personal research. Examples include using nine weapon skills in berserk and reaching a high dmg output. Most players will not know that they need a certain skill speed to reach that goal and even then it may vary on your latency. These players must now do research or ask people for help to clear this trial.
Sorry for the wall of text but TLDR; SE don't $#@% this up.