I understand the game is a casual experience by heart that seeks to give players as much freedom and respect their time as possible, but it has become increasingly evident that the people I know, new to the game, feel as though they are going through a long and arduous trial by boredom, as far as difficulty, to get to something a bit more challenging.
Making a game just challenging enough, but not too hard, is important, or they will get bored. However, the current case is that there is no challenge at all. The bosses of the MSQ are trivial up until... memory forgets. There has not been a challenging fight since the end of ShB, and much less since the start of Endwalker. We are not scaling correctly with the bosses, and the new players are suffering for it. Please address early game boss, dungeon and trial balance. Players should be punished early for mistakes so that they are easier to join into harder things and become parts of the community, valuable to it.
A concerning amount of people I know simply will not suffer through the MSQ because the combat is not challenging even a little. They are interested in the story, yet they are forced to walk around like drones with no promise for difficulty. This is not fun in the slightest. This is especially exacerbated in ARR, but it doesn't end anywhere else.
TLDR; IF the MSQ is to be designed and delivered as it is now, COMBAT should challenge the player enough to engage them to engage in more MSQ. In its current state, it is not enjoyable until you are higher level. It needs to be better.
Please improve the onboarding experience for new players, and shave some bad downtime through simplification.
Edit: Difficulty in lower level content is especially evident when syncing down. The enemies in the game practically fall over and die. A semblance of challenge is necessary to preserve engagement, please. I don't even do my roulettes because I'll get something trivial myself, and its just boring.