I want you to realize something: think about how bad the average player you meet in the DF is, and then realize that half of them are somehow even worse than that by the law of averages.
It's a simple reality, but there is a substantial chunk of this playerbase that plays purely for the story, who's 'savage' equivalent for their personal difficulty perception is one of the easier 24man raids; a sizeable chunk that plays the game because they don't want to be challenged, to simply lay back and enjoy some relaxed, casual content for some tomes and have fun with friends. With a game that has content and future story locked behind MSQ content, it's an important goal in its design that anyone, regardless of their skill, can be brought to the finish line, whether through being carried by other players, or given 100% echo to trivialize instances. Otherwise, that player, who mind you, might be a massive whale on the mogstation and might pay 50x you ever will on your sub in mogstation items and thus has more intrinsic value to Square as a customer than you do, will find another game.
Asking for MSQ to be harder is the literal antithesis to what Square wants. The MSQ has to be so easy anyone can get through it no matter what, so all the instances tied to it have to be easy. Otherwise, you get stuff like Final Steps of Faith/Royal Menagrie where those people are calling for nerfs because they're getting hardwalled and simply waiting until they can find a group that can carry them, or they just leave the game entirely. Not even old content is exempt from this either, even during the game's "glory days" as many like to remember, the original Steps of Faith was so unforgiving compared to any DF content before it the devs had to literally nerf the content so hard, because asking for people to have basic teamwork and know the bare rotation is too tall an order. Even Yoshi-P has said they prefer larger scale group content since it allows the skilled few of the party to more easily carry the many bads.
There's also the fact that due to jump potions existing, every expansion has to be a casual 'jump in' point that can ease these low-skilled players in. Making later content harder and saying 'screw the jumpers, let them trial by fire for purchasing it' is how you get a stale, aging playerbase with little lifeblood coming in, and Square knows that all too well.
Putting a mandatory, difficult challenge in front of these players will not make them get better. For many of them who play video games to relax and not have to deal with a challenge, it will make them give up and find something else. It's a blunt truth many people in favor of making stuff harder like to pretend otherwise. This has been a point discussed well over half a decade now, and the devs have ignored it or simply gave evidence to the contrary; your energy is better spent asking for optional difficult stuff to be added to the game, not trying to force mandatory content to become more difficult that will alienate a sizeable chunk of the playerbase.
Also I dunno what experience you had with the 83 trial; but that place is ridiculously wipeapalooza to the point I stopped queueing trial roulette when >= 83. it places so much difficulty on the healers due to how ruthless that stack marker is when <8 people from people dying to everything imaginable in that fight that if your group doesn't have good ones, you're basically guaranteed to have to wipe at least once or twice to get some echo.


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