I'm not going to raise a pitchfork on this one.

The interview response was very disappointing, but at the same time they do hear feedback (they're even considering hard 4 man content now because of the push for it). Yoshida mentioned that he's a hard gamer himself and if he were to design the game to his own preferences, it would be hardcore, so he tries to take the casual player and different playstyles into account.

This is great, I just think he's overthinking it. He's so afraid of being influenced by hardcore preferences that he's leaning as far from that direction as possible and underestimating even the casual players. Even casuals can handle more than 3 buttons in lv30 dungeons and they can certainly handle a little more healing and more than one button for dps at endgame. Making a game that's accessible to casuals is important and should be maintained, so classes should be easy to learn, but even new players are eventually going to learn their class and yearn for more. The devs have made healers into a journey, where the road reaches a gate before you get half way and you aren't allowed further because they're worried you'll get hurt.

So honestly, I'd keep pushing the feedback. Constructively. We aren't going to be listened to if we make it a "good players vs bad" war or accuse the devs of not listening (and I'll admit perhaps I can be guilty of this too). Sure they're really slow on the uptake and we've been at this for years which is frustrating. But if we continue to make it clear we'd enjoy more engaging gameplay, there's still hope.