At no point has FFXIV's job design ever been so inscrutable that any player that can read (at least for the English translation) did not have every tool necessary to play the jobs in the game "correctly" as you put it if not optimally. The actions themselves tell you everything you need to know to compare your actions, from costs to targets to ranges to cooldowns to potency values.

If there's ever confusion, they largely design that element out of the game. E.g.: multiple, competing aoe actions for BRD, MCH, DRG, DRK before aoe combos existed. DoTs, in SMN's case, as some players might never have realized every dot tics every 3 seconds. The only real exceptions to this have ever been BLM's astral fire damage increase being unlisted and MCH's Flamethrower hitting more often than most over time effects

Heck, the MSQ prepares you more for reading than for anything else, you'd figure folks would be great at it by the time they're 90.

I think the number of players that don't read their actions as they acquire them, one by one, while leveling in game says that most don't care about playing well. The number of people unsyncing content for glamour and mounts at every hour, even waiting for groups for duties they could easily solo if they tried also speaks volumes.

But, like your were saying earlier in the reverse, I don't think this is a bad thing. I just come away thinking, as a longtime fan that barely interacts with ANY communities or resources about it from outside of the game:

If you have a type of player that plays the game for the job design, for the battle content, for liking to do better, and you can create content in such a way that it doesn't exclude those that don't really prefer that aspect of the game... Why strictly design for the latter? They're not the ones that are going to play with and appreciate the content or the job design the same way anyways.

Apologies for the double post, can't figure out how to edit a post to beat the character limit on a phone browser.