About the only thing in this post I can even remotely agree with is the bit about relic weapons. Those truly are functionally useless. SE really needs to look at allowing us to get them in time for current content if we're willing to put in the work. For as involved as the process of getting them is, the inability to take advantage of them for progression is a real waste.
Now, on the subject of dungeons:
Most of us prefer them to be straightforward. We want to get in, do a few wall to wall pulls, and get out. We don't want to have to run around and explore some place that we know we're going to be in five billion times because of roulettes. I'd love a set of optional, savage+ difficulty dungeons on the side, though. Something that allows four skilled players to go in and earn savage-equivalent gear for succeeding.
To raids:
You can only add so much complexity before it becomes tiresome. Even still, the fights generally get a little more complex each expansion. For how few expansions the game has seen, they've found a lot of new mechanics to add. This is also one of the few games to have bosses actively overlap mechanics that are nearly incompatible with one another. FFXIV is already at the point where some dungeon bosses, and not even necessarily endgame ones, are more mechanically involved than some of WoW's mythic raid bosses. As for kiting? There have been fights in the past that required a tank, DPS, or healer to kite, and there will be again - there always is. Heck, you can find a fight where kiting is encouraged (though admittedly not required) as early as Cutter's Cry, and that awful place is an ARR dungeon.
To FATEs:
The reliance on FATEs does get old after a while, I will concede, but it does help to futureproof content. It also helps open special events up to lower level players, allowing them to engage more completely. Other MMOs tend to limit lower level player interactions with special holidays or events.
To classes:
Having options is by no means a bad thing, but there is such a thing as too many abilities. Most of what they've removed was already superfluous to begin with. Of course, there were some jobs that got nailed to the wall and completely lost their identity {*cough* DARK KNIGHT *cough*), but the majority seemed to come away in ways the majority found pleasing. ...And ultimately that is who SE must cater to: the majority. Not catering to the majority means not making money, which in turn means the game gets shelved and we all move on to play something else.