I'm a casual, in the sense that I don't do savage content (due to job reasons I don't have time to join a static) and I do love FF14. It's still one of my favourite games.
But I see exactly where OP is coming from and completely agree with them.
The reasoning that if you have some thorough criticism of the game's current state it must mean "it's just the wrong game for you", that "you probably don't even like it" or that OP is "exhibiting psychologically abnormal behaviour" (I know this was a troll but still) is really strange to me.
People can criticise this game because they love it and see all the potential it has. I think OP's explanation that a lot of things were more enjoyable to them in ARR but then got downgraded gradually makes sense. I also agree that there is a difference between casual game play and it being completely oversimplified.
Given the current climate of everyone expecting you to speedrun dungeons it makes sense that they are designed in a linear fashion. If my daily rewards are tied to a random dungeon, I understand that players want to get through with it as quickly as possible. But as some people pointed out I also believe it's worth questioning why dailies are tied to dungeons in the first place. This design choice enforces this speed-run mentality but a different design/approach to dailies (and dungeons) could lead to a different appreciation of more complex, slow-paced dungeons.
I know that FF14 aims to be a theme park, where there is something for everyone and I really appreciate this idea. Like I said, I do love this game and the variety of content I can experience, from relaxing content like housing to battle content. Sometime after work I even enjoy running a quick dungeon without having to think too much so I'm not saying speed running dungeons has no merit.
I am also fully aware that speed running is a much appreciated genre on its own and has its dedicated player base. In a "theme park" they also should have room for that.
It's just sad that as of now it is the only approach to dungeons.
I understand that this theme park idea makes the game really hard to balance and it makes perfect sense that most of the money comes from casuals like me. But I also feel as if it is an oversimplification to say that no one of those 95% casuals would enjoy a little more challenge.
Something that is not quite Savage level but not as repetitive and easy as it is now.
For example: I do love to use a little more complex rotations but I will not raid in the near future. For that reason, because most casual fights don't demand it, I have little opportunity to really improve my rotation skills. I would love something that would require a bit more engagement, a bit more problem solving, a bit more strategising (and communication with other players!), essentially a bit more complex understanding of my tool kit. Right now, it feels like all or nothing. Super casual or Savage. I would love the in-between.
I know it's more work on the dev team but from a purely conceptual standpoint I do like the idea of some extra/optional dungeons, like labyrinths, that are not designed with speed running in mind but with problem solving and puzzle elements, something that challenges four players a bit more, gives them options for exploration (secret paths, optional bosses) and loot worth fighting for.
It's probably completely utopic but maybe randomly generated dungeons could also be a thing (are the Chalice dungeons in Bloodborne a good example? I don't know, haha).
As for classes, this must be really tricky for the devs if you want to satisfy both casuals and hardcore players but maybe you could expand on the (already kind of implemented) idea of a basic rotation + extended skills for complex content: A (more interesting) basic rotation (than currently implemented for the most part) is enough for casuals to complete their content but it is relatively easy to pick up and doesn't demand perfection. You can just have fun playing and relax.
Then there are skills that you can use to really optimise your gameplay and greatly expand on the complexity of your class. You can use casual content to experiment with and practice the more complex rotations and in hardcore content it’ll be a must to know how to use them.
I think the key issue here is communication. If you show a very complex skill set to casuals they will be overwhelmed. But if the game just makes it unmistakably clear that over there is your base rotation and over there are your extra skills for advanced game play, this could make things a lot more comprehensible (and less daunting) for casual players while allowing the dev team to design classes in complex manners without scaring off 95% of their player base.
Yes, this is the right game for me. Despite these points of contentions I still enjoy immersing myself in this world and I am hyped for Endwalker. But that doesn't mean I can't be dissatisfied with certain core aspects of the game.