I think this is unfortunately part of the problem. FFXIV's combat design has become EXTREMELY rigid. I'm honestly kind of surprised RDM and SMN can raise, and that they haven't shunted all party damage buffs to the Ranged and all party mitigations to either Tanks or Healers. They would probably have all Casters be able to Raise already if it wasn't at such odds with BLM's class fantasy, and they almost removed SMN's in the rework but left it in realizing the weight of legacy and meta on it existing.
In LOTRO (and other games like it), you have a lot more variance. You can have some classes that are more dedicated, and specs to swap them up. I didn't play much LOTRO, but they had one class (Captain) which can function in a Tanking, Buffing, and I believe Healing role. The Minstrel could act as a Healer of a couple types or as a Buffer or Debuffer, I think it was. Effectively, the game has 5 roles of Tank, Healer, Buffer, Debuffer, and Damage Dealer, and the DDs even are split into burst, damage over time, or sustained damage profiles - several of which didn't fit well in FFXIV's pre-2 min meta design, and none of which are allowed in it with the 2 min meta other than the burst. I think there are also some AOE specialists, which don't fit in FFXIV's combat designs which have only minimal add phases, so cleaves or multi-dotting specs wouldn't work with it.
WoW has seen a similar change over time like FFXIV, too. And most modern MMOs are built around a similar system to theirs. Exceptions are rare and generally kind of niche, but one of the draws of old school MMOs was that kind of variation. Of course, they paid for this in simplistic boss design, but that's because of the limits of AI and such at the time. But I think it is one of the downsides of not having a dedicated Support role or of being able to spec your Jobs. Granted, the flipside of THIS is that we can level all Jobs on a single character... but FFXI did that AND still had additional roles like buffer/debuffer, healers almost exclusively healing, etc.
EDIT:
Agreed.
I think it's honestly a matter of if someone likes it or not. If someone likes a thing, it's "quality of life" and a good change. If someone doesn't like a thing, it's "reduces complexity" or "dumbing down". The Living Dead change ABSOLUTELY dumbed down the ability. Before, your party had to be coordinated for its use. I remember Titania Ex having DRK's use their LD for the last three (or first three) of the lightning tether hits. It was clutch on timing, but basically they had to use it JUST before the second hit, and on WHM, I had to wait until JUST AFTER the third to use Benediction on them. This took coordination and good timing on the part of both players, and if there was no WHM, some clutch healing and CD use on the part of the AST/SCH. But it was doable. A similar situation would happen in 4 man dungeons when it was used.
...but it was also frustrating to many players, not the least, many DRKs.
So it was changed to have strong self-healing (basically Bloodwhetting's heal) for its effect. Not only did this CONSIDERABLY dumb down the use, but it also made it somewhat more viable if you had a Healer(s) down. Additionally, they made it where the unkilleable effect would persist even once you were healed for 100% of your health, something that in the past was not true as the invuln ended as soon as you got all the healing (which was why I couldn't use Benediction BEFORE the third hit above)
This VERY CLEARLY made Living Dead less complex and more "braindead".
...it has also been universally praised, not condemned.
People like to justify this as "quality of life" or "the previous version was bad/clunky", but it very clearly IS simpler now - very much so - and falls under the definition of making something less complex. It's arguably easier to use than Holmgang, because it doesn't potentially tie the effect to a target enemy (which can die, ending the effect early), and the DRK can self-heal to mitigate the effect of using it, making it almost risk-free.
So it seems that whether a thing is "braindead" or "quality of life/needed change" more depends on how people like the change than on the change itself.



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