Honestly, I'm not sure that tools like parsers or (an augmented) SSS are really going to address the issue. It's possible that the primary issue is players being unaware of how to properly play their job, but I suspect the real problem is that they simply can't be bothered to care. If it's the latter, tools might not do a lot. I'd welcome them anyway, to be sure, but the fact remains that outside of EX, Savage, or Ultimate content, XIV simply provides little incentive to be a good player.

As an example, the other day, I ran a 24-person Alliance Roulette. We landed on Weeping City of Mhach. Between Forgall and Ozma is that door-looking boss, where each alliance has to activate a platform in order to charge a shield in the middle that protects everyone from an insta-kill mechanic. The insta-wipe move, for those who haven't done the Raid in awhile, has an insanely long charge time - it feels like 30 seconds, even though it's probably closer to 10-15. Either way, it's long - and when the shield is up, it's obvious (giant glowing column and such).

Now despite all this, on this run, I saw a Machinist standing outside the shield. They didn't move to the side platform matching their party. They didn't shift targets to pick on the adds that spawn at one point (though they kept attacking, so I know they weren't AFK). They didn't move to charge the shields. They didn't move within the shield. They just sat there - and finally got one-shotted.

This is not an issue that can be solved by a parser. It's not an issue that can be solved by one-time skill checks like a hypothetically-augmented SSS. This is a player who simply doesn't care, and knows that despite their atrocious performance, they'll get the clear, and all the attendant rewards.

In my mind, this is more likely the root problem. I don't feel like I see incompetent players, so much as I see lazy, selfish players. They're perfectly capable of playing up to a reasonably high standard, they just don't want to bother. A one-time check will push them exactly once, and then they'll go back to doing what they always do: sucking it up and letting others cover for their mistakes. And so long as XIV's Vote Kick system is hamstrung by combat and loot restrictions, so long as replacement times for tanks and healers make even successful kicks not worth the effort, so long as players get the same reward for disparate effort, this situation will keep arising.

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With this in mind, what I'd propose - and which SE certainly won't implement - is FATE-style reward tiers for instanced content. This would require a mechanism that measures, in a rough sense, how well a person is executing their job: oGCD usage, rotations, DoT uptime, healing, enmity. It can't be a simple parser, because that would naturally prioritize damage alone, rather than job performance, and would also penalize players significantly for lower-quality gear. Now, supposing such a tool was implemented, a player running an Expert Roulette wouldn't necessarily get the full 90 Tomestones of Genesis. Say their performance was the equivalent of a bronze: they might only get 20% of the base dungeon reward, and 20% of the Roulette bonus. Say that they're running Ridorana, and a Glamour item they want drops, but they got a low performance rating on that fight and were barred from Needing on it.

In this scenario, individuals who suck slow themselves down. Now there's incentive to improve: it saves you a lot of time. Better reward ratios means fewer dungeons to run. It means faster leveling. It means higher likelihoods of getting the rewards you want.

This approach would address both player skill, and player motivation. That's the ticket forward, in my estimation. It's possible that player ignorance is the primary culprit, but from my perspective, I see far more of an issue lurking in the realm of player motivation.