So glad you understood that it was a hyperbole. Man you must have taken an english class before.
I don't like a lot of buttons either, but there is a difference between condensing buttons and removing skills. The dev team have clearly shown they have the ability to condense the number of buttons, but for some reason have chosen not to for many classes. When there is a method to reduce buttons, and a skill is removed due to button bloat, that is where players start asking why is this happening.
Now are far as all those buttons go, yes for some one that is going to stay in more casual content sure you won't need some of those buttons. You have the option to remove those from your bar. How ever some of those buttons are more utilized in higher end content than casual.
To your second point, there is nothing wrong with catering to a larger demographic of the game, business wise it's a smart decision. How ever when you cater to much on one aspect then you begin to neglect another aspect, which is where the problem lies. There has to be a balance in a game like this, and the balance is shifting to far one direction which causes groups of players to become alienated, who will eventually just quit. As much as the player base believes the larger portion is casual, based on the current census, it is pretty balanced over all. Some data centers are far more casuals then others but over all I would put the game at around a 60 / 40 split leaning towards casuals. It really sucks for the devs to maintain that balance, probably not an easy thing to do. How ever I think they currently not doing a great job at it, as there is less casual content with longevity than there is harder content, which brings me back into the whole idea where I think the game generally needs more content over all.
This I can agree with, I think having classes that are more complicated than others is fine. Look at BLM, the only reason it has not been completely ruined is because Yoshi P actually tests that himself. And it plays smooth, has a complexity to master that allows you to improve your game play over time, and a unique identity. Then you have summoner which is very easy to master, not to complicated, and has an identity of being a summoner.(sorry pre 6.0 summoners). I think these sort of things work both for players that want to solo and group for hard core content. That being said though, I do think every class should have something to give you a ceiling and a floor but those ceilings and floors can vary. And if you don't actually feel you should improve at a game over time, then I do not think you actually play video games. There are no games that don't force you to improve over time to complete. Tamagotchi isn't a video game.