Quote Originally Posted by Avenger View Post
...that it can be cleared with all the comps in regular player mode...
I feel safe in suggesting there is next to zero chance they actually try every possible comp. Just for the first seven, assuming no duplicate jobs, one pure healer/one barrier healer, and one of each role, you have (assuming my top-of-my-head math isn't wrong):

6 possible combinations of tanks (assuming no duplicates)
4 possible combinations of healers (assuming 1 pure healer and 1 barrier healer)
45 possible combinations of 3 DPS (1 out of 5 possible melee, 1 out of 3 possible casters, 1 out of 3 possible physical ranged)

For I think 1080 total possible party comps just for 7 of the 8 slots.

Whichever three DPS are picked, there are 8 possible DPS jobs remaining (4 out of the 5 melee, 2 out of the three caster, or two out of the three physical ranged). Now, not all of those possibilities apply, of course; MNK for your melee role and SAM for the extra is no different than SAM for the melee role and MNK for the extra. But even allowing for that, you have literally thousands of possible party compositions.

The chances that the team hand-plays through the entire tier at minimum ilevel with every single possible standard comp are breathtakingly unlikely, just given the sheer number of possible standard comps. I absolutely believe they did it back in ARR and, say, maybe Heavensward. But now? The chances are very, very slim that they actually have the time and manpower to play through the fight with every single party comp. Especially if there were any balance work to be done afterwards, when you'd then need to play it through on everything again. You almost certainly pick several 'representative' party compositions you assume give decent coverage, and judge the fight balance from those.

Which I suspect is precisely why this problem arose; those representative party compositions were probably insufficiently representative.