I think my concern is always "dev cost vs population use". Some content that everyone (or pretty much everyone) uses is worth a lot of development time and effort from the Devs. After all, everyone is using it. Things with high engagement, and especially high engagement + repetition. So MSQ getting a lot of dev time makes sense - everyone (pretty much) does it and it's one of the big draws of the game. 4 mans should PROBABLY get more than they do because, again, everyone does those AND (unlike MSQ), they tend to repeat them a lot in roulettes, especially Experts. 24 mans arguably fit into this as well, since a lot of people tend to do those, do them weekly, do them many times over the course of the expansion (since the armor upgrade materials can be bought with the coins), and they get a lot of currency in roulettes being one of the better roulettes to level or farm tomes with in terms of raw amounts.
CONVERSELY, there are some pieces of content that get very little engagement. The less they get, the harder it is to justify dev time being spent on them. Consider what all could be added to the game if the devs took the time they devote to Ultimates and did literally anything else with that time.
It's probably hard for Yoshi P to justify content that has only a small and niche audience that requires a lot of time to create to his bosses that write the paychecks. I get he's got a pretty high position and a lot of clout, but he seems reasonable about understanding this and adjusting.
EDIT (for space):
I feel like that's the reason for a lot of the healer and Savage changes, because the audience that was being provided by them was considered too small, and Ultimates exist supposedly for the hardest of the hardcore. I have no idea what their target is, but I'd wager they want something in the 20-40% clear rate of players (that is, all max level players, not players that try the content) to justify continuing to budge and make Savages. It's not an entitlement or dumbing down issue so much as it is an efficiency one. There's no reason to spend limited money (SE isn't a small indy, but they still don't have infinite cash) on stuff like that. So I suspect they're trying to appeal to a general audience and reserve Ultimates for the elite of players. It's hard to justify a game with both Ultimates AND Savage that only 5% clears. One or the other makes sense, but not both.
As to your second point, I guess it depends on the people. I don't think Extremes are designed to be unclearable or "f**" people up, per se. Savages a bit moreso, but they're again not Ultimates. Again, we have Ultimates in this game, and that is the content that's supposed to consist of spending weeks and weeks of head vs wall to clear. "hours invested" and so on. Savages to a point and absolutely Extremes are supposed to be pugable. They aren't supposed to fall over, mind you, but they shouldn't take days or weeks for the general person to be able to beat if they're giving it a genuine effort.
From my perspective, we have Ultimates as the "small % do it, large dev time investment" content in this game. That's kind of the point of having that as separate content, isn't it? Unless we go back to the days of Coils. Which could be hilarious in its own way.
And btw, I'm not really saying this from my perspective - I kinda don't care, I can clear Extremes just fine and never bothered with Savage until 6.0 anyway - but I'm thinking more this is the concern of Yoshi P and his team. If content gets "exclusive" enough, players that like having exclusive content for themselves love it...but it becomes harder to justify spending limited development resources (not just money, but also time) on. And in a game where Ultimates already exist for that hardest of the hardcore, cream of the crop elite skill playerbase, it's hard to argue that Savage should ALSO be designed for that same group when they already have content exclusive to them that is hogging a lot of dev time as it is.
It really is just...strange, innit?
Like the more I think about it, the less sense it makes.
I dunno if FFXIV is ever going to pull a 2.0 again, but it's pretty clear a lot of the systems are dated to what the game was. CNJ/WHM and SCH's levels they learn skills and stuff makes sense...if you're playing ARR or HW paradigm content. Lilies weren't even added to the game (in their current form) until ShB, but they're central to WHM's design. The game doesn't give you oGCDs at the start, and like you say, it more or less trains players not to use them. WHM's first oGCDs are a speed buff almost exclusively used for damage and not (to a new player) obviously useful as a healing tool, and its second is a super long CD massive heal, which SCREAMS "in case of emergency, break glass and use me", not "weave me in here and there within your damage rotation for patching up people". WHM doesn't get THAT until Tetra at level 60 or something like that.
And before EW, it didn't get any Lily heal until passed 70, I think? They lowered one down, but you still don't get it until HW levels, I don't think.
The game frontloads healers with (other than their nuke and dot and raise) abilities that they will try not to touch in high end content instead of the other way around. And the later abilities aren't JUST more used, they become the core of the kits. It's like playing PLD at level 90 or PLD at level 50 where the rotation's completely different, contrasted with playing WAR at level 90 vs WAR at level 50 where the basic rotation and mechanics of the Job (WAR, that is, are basically established by level 50 and the abilities just upgrade or have new functionality added to them (that doesn't completely change how they're used) later.
I think they've gotten better at this over time, since newer designed/redesigned Jobs seem to be a BIT better at establishing the core of the Job early and then adding the fluff, but there are some pretty obvious outliers. Post rework SMN, for all its faults, establishes the core early. To the point people complain leveling it is boring because it's just the same thing for all 90 levels. But the benefit of that is, you have far fewer people trained in bad habits that they're then confused about having to break later.
Not necessarily. It could be that it's become one of CONFUSED expectations - as noted above where people genuinely have trained themselves never to use a GCD heal, so even when they're needed, they...don't. A lot of party - non-healers, so tanks and DPS - have gotten used to not needing to align and use mitigation and self-healing tools that they have. So it's not just "healer" being a role of low expectations, it may be that tanks and DPSers have become roles of "low expectations" when it comes to anything that isn't straight DPS. A lot of the healing issues in current can be dealt with by healers, true, but they can also be made easier if the tanks and DPSers are actually using those tools.
So I think you're too quick to attack the healer role here, specifically, when this might just be EVERY role has gotten used to low expectations when it comes to anything outside of just dealing damage and not using any other tools.
Maybe. But I've heard the opposed argument that FFXIV's combat raises are one of the things people love about it vs other games. WoW's pushes responsibility on more people, but healers still (often) get blamed when people die, and WoW also has people far quicker to kick group/leave party and generally be toxic. It's a chicken or the egg as to if one causes the other and which is causing the other if so, but I'd wager FFXIV's combat raise helps keep things less toxic in a more general sense. Which is to say, I think it's entirely possible things COULD be far worse than they are today if FFXIV's mechanics WEREN'T so forgiving and easy going. And I'd rather not see FFXIV become like WoW...ever, honestly.Then maybe the game shouldn't allow players to get away with so many mistakes. Like, just restrict all battle rezz in all encounters. Instead of punishing dps for failing mechanics, in most content death is an inconvenience to healers first and foremost. In WoW this problem in my opinion is less pronounced because the game doesn't pushes healers to fix the mistakes of others indefinetely. If you are lucky, you have a class with brezz and that one is highly limited by cd. If somebody failed mechanics, they failed. Though WoW in higher end dungeon content also pushes more responsibilities to tanks and dps, like cc and interrupts.