To be fair to not-so-casual-or-hardcore players like me, I define hardcore players not only those who are willing to play this same game every day for hours on end, but also those who are willing to deal with bad game design decisions and overcome or get around them. What you call "dumbing down" (which IMO is a very bad misnomer) is my "fixing it to what it should've been". Remember the early days of FFXIV with the way SP worked? Then eventually they fixed that to make it so it's per kill. I hardly think that's considered a "dumbing down" of a mechanic, but rather a very bad game design decision that was fixed to be more in line with what other games NORMALLY do.
And to be fair, I think it's the other way around - their number one is to be the one "out the gate" and "do it first (and try to make it look good in the process)" - this is pretty evident with the way posts appear after stuff like Primal fights were introduced. After they get it out the door, they then learn how to take that extreme challenge and optimize it to make it better and more "efficient" for themselves. The good guys share that knowledge with the rest of the community (stand on the shoulders of giants) while the selfish ones keep it to themselves.
Another case in point for me is the crafting mechanic - after I realize within the first few months that the crafting system is one of the most inaccessible parts of the game (in terms of time spent vs reward/me not falling asleep), I gave up on it after a few months. I come back several months later and 1.19 completely fixes it up to a point where it makes sense and IMO is sane. Everyone who endured crafting and manage to get SEVERAL crafters to 50 before the 1.19 "dumbing down" are those who I consider "hardcore" (or dedicated), because they were willing to put up with the system, despite its flaws, and get to 50 regardless.
But yeah, like Orcishgrappler says, I think the dev team sometimes seems to "forget" why FFXIV was panned worldwide by critics. That's what we're here for, to remind the team that if they do make these bad game design decisions, they will simply run the risk of pulling another XIV launch fiasco when 2.0 comes out. I'm sure they're aware, but I think like I said in many posts before, we need to keep reminding them to avoid such decisions. Making the game extremely "hard" will make your hardcore base happy, but it's going to piss everyone else off - casuals and some-where-in-the-middle and most importantly new subscribers who came from possibly other games alike. But at the same time I think there's plenty of room for everyone, no one should be excluded, and I think Square has the resources and the budget to be able to do this.
Because of these occasional bad design decisions by Yoshida's team that are reminiscent of launch date XIV, I've pretty much given up trying to put "labels" on some of these things. Thanks to the (might I say rather civilized) discussion in this thread, instead of calling one of Yoshida's bad game design decisions "Tanaka-like", I think I'll just call it what it is - a bad game design decision. Period - that they did. Neither producer is better than the other, and at this point I don't care who's at the helm. They just need to make sure the current and new game they produce are accessible by all types of players and not just one or other exclusive group.