You realize that literally nothing, in spite of what you like to pretend, is objective in that kind of "discussion", right? Everything you have pointed as "factually objective" was biased as hell. I won't pretend hiding behind such false premises in order to construct an altar of questionable moral superiority. We're literally touching to 110% organic, deeply subjective feelings and tastes, and you constantly gesticulating at trying to split the cake between what's objective and what's not is a losing battle.
Even stating that this job has X or Y buttons, while being objective and a fact, suddenly stops being objective as soon as you emit a critical judgement upon it. If you can't grasp that simple fact, you're only going to continue coming as condescendingly pedantic to everybody and with reason.
You're fighting against strawmen here. You have been the one in the very first pages of this thread to rail against the notion of skill floor and ceilings and designs including both. You have literally here argued, I remember, for some jobs to be easy, and some to be hard. I'm not making up anything. Where I have always argued to have accessible jobs with some depth in counterpart, no matter the job. You can have both, but you were arguing against that, which I took issue with.
Ergo, yes, you're arguing to enforce easy jobs down the throats of people.
Case in point.
I never argued for anything remotely close to people needing to improve. I actually loathe the literal doctrine that constantly shoves improvement down the throat of every casual player people don't deem "gud enough" to their tastes, like it's high end esports or whatever silly notion they have about having fun on a game. You're preaching to the choir on that specific point. I don't even know what prompted that to come into this argument to be honest, but considering the literal essays like this one, it's possible I missed it in all the noise.
What are you even talking about..?
What the hell are you talking about. I've seen casuals play BLM at a baseline level that is horrifying but functional. They don't get the right amount of F4s in astral, sometimes they don't have umbral stacks, dot uptime is not there... so what? They still play the job and swap between ice and fire, and the results are obviously, not optimal. They still understand how the job clicks, that's literally what a floor is about. Meanwhile the gap between floor and ceiling on new SMN is abyssmal. At best what you can screw up is drop your fire dash continuation, or miss a cast. For the rest you just have to press the buttons that light up. The only floor there is is to understand how all the summoning works at low level, which is actually more obscure than it needs to be because a lot of new players look at the Actions & Traits and get a stroke. BLM suffers from the same problem with the fire/ice mechanics, but every job does. I'm not complaining about floors, but ceilings. Once you understand how to summon, there is literally nothing left with the rotation to optimize or push further.
I know that people meme a lot about green DPS and whatnot, but still...
So make up your mind? What is it then? No option to make an easy job to approach but with quite a bit of nuance to optimize for higher skill ceiling, or is this possible? Make up your mind?
So then it is possible, if RDM is one such example? If this is possible, why are you arguing against it?
Again, make up your mind? Is this about low skill ceilings, or is it impossible to determine difficulty because it's very subjective (I tend to agree actually, I've been the first one to complain about the second rate dps jobs being subpar damage because of assumed arbitrary difficulties), therefore making skill ceilings a fantasy?
Ceiling has nothing to do with accessibility.
You realize that you said just above that it's too subjective to make any rulings about difficulty, yet you just went on a tangent to determine arbitrary difficulty levels to triage and sort every job into their neat little difficulty labels within their respective roles?
Why what I want, being every job being accessible yet with some mechanical depth, should be "forced" on everyone? I mean, are you arguing to force on everyone your arbitrary levels of complexity and/or intricacy/depth instead? I don't know man, but between the two, I do feel that my model is a lot more inclusive.
And on top of it, your model introduces yet another contradictory statement of yours, which bases itself on the fact that even raiders will often follow the path of least resistance (true!), yet surprisingly you'd advocate for easy jobs to play in the same roles than harder jobs to play. Why is that, if not to double down even more into totally lopsided play ratios even at high level?
I agree with this and I apologize for the few times I've used it.