But note that if a person meets the metrics of that list - can't play a Caster, dislikes DPS, dislikes "wizards", etc - then why would they be asking for SMN to be the Job given the high skill ceiling, when they won't be playing it anyway?

Originally Posted by
Eorzean_username
Therefore, if a more efficient solution is made available, that has no real downsides, these players will feel pressured — either internally, externally, or both — to switch to that simpler and more efficient solution.
...which is fine, but we have a similar situation: Why argue for removing the thing, since removing it means they'd be just as prone to being a failure to their team and etc. I get that part of it is "force us to not do this", but they'd just pick the next easiest thing and then the next and so on until they got everything removed from the game but the single hardest one. Then many of them would just use cheating add-ons, defeating the whole point again.
And yes, if that's the case, it's fair to ask what they truly want and why, since if it truly was just a high skill option, then we'd, again, be drowning in BLMs. That we aren't indicates that isn't what people are really wanting. Sometimes, people say they want something they don't when they are unsure themselves, but sometimes they do it because they think they really want (e.g. suppose for the sake of argument it
was to "lord over other players") would not be a popular or sympathetic position, and they recognize that and so don't want to expose their true motives.
.
I think the issue is that there aren't a ton of players that choose the more difficult option when given the choice. And so SE removes or simplifies the Jobs over time. That, and people actively asking for homogenization (always insisting they are not) by asking why their Job doesn't have a certain thing or has to work harder at a thing than another Job. The end result is SE looking at the Jobs, seeing the ones least played, and attempting to make them more appealing to the masses.
Me personally, I have three general rules with game design stuff.
1) Don't take things away from people in general. If you absolutely MUST, explain why clearly, and try to give them something to compensate. Nothing makes people more upset than losing a thing they had, even if it makes no sense or doesn't fit in the game.
2) Have something for everyone as much as possible. This includes having different levels of difficult, complexity, etc. One of the most common questions asked of any given game, and definitely of MMOs, is "What is the easiest class/Job?" People ask that because there's a general desire by people to start with what's easy. Some people work up to whatever difficulty suits them personally, some never move passed that first step. But an accessible and inclusive game allows for this without issue. To me personally, this also means each Role should also be divided that way, as well.
3) When making new things, look at what's working/what people like, and try to do more of that. If people aren't jumping on complex Jobs, then the obvious conclusion is that it isn't what "the people", so to speak, want. In line with (2), you still want to have some complex Jobs, but that shouldn't be what you make every Job if people are largely actively avoiding them. I think we can all agree that if the bulk of players were rushing for the complex Jobs, SE should make more of them, but clearly that isn't what's happening, and even so, subject to (1), it would be while leaving the complexity level low for Jobs that were low complexity to begin with. A lot of people have moved to SMN because RDM has become more technical and difficult. If RDM had remained at its SB/ShB level of difficulty, more people might be playing it now instead of SMN. RDM got harder, SMN got easier, and we see more people have chosen SMN. But it's not just hardcore raider/skill focused players seeking to make runs easier for their party, but seems to be large portions of the general playerbase as well.

Originally Posted by
Eorzean_username
And it's important to keep in mind that such players really do exist, and not to dismiss them — they're "high-functioning" within the context of FFXIV, and they feel like they're being "punished" just for being more skilled and capable, by having their fun toys (challenging and depthy Jobs, with a lot of space for both failure, and optimized success) constantly taken away from them in order to appease the broader majority.
Hence my above position.
I wouldn't even mind the people asking for old SMN to come back if they were also asking for old (easier) RDM to come back as well as old (easier) versions of other Jobs like NIN or BRD...but they aren't. The arrow of "sacred" only seems to run one way, always towards more complex, with such people, since that meets their self-interest of having more Jobs available for them, but not caring about other people or actually caring about "how things used to be" as more than a convenient excuse.

Originally Posted by
Eorzean_username
However, in other cases I honestly wonder if EW SMN might secretly be taking a lot of stress and pressure off of even many "dedicated" players... but it's just "taboo" for them to publicly-admit so in the sorts of "pride in the game" circles and communities that end up becoming their social networks.
This may be true as well. It wouldn't be the first time people badmouthed something in public but it was their "secret indulgence" when behind closed doors. That's happened through Human history, and for far less benign things, to be sure.

Originally Posted by
Eorzean_username
...To be very clear: I'm not trying to suggest that current SMN isn't severely-lacking "meat on its bones" compared to most other Jobs, both current and historical.
I think one problem is people forget just how slimmed down Jobs were in ARR. Some were more complex, true, but...a lot really weren't. BLM was FAR easier in ARR, partly because it didn't have all the add-ons that have been tacked onto the Job over the years, and partly because fights weren't nearly so movement heavy in most cases, meaning BLM didn't have to have the thorough fight knowledge that is the basis of its now-famous difficulty. SMN had several DoTs and oGCDs to juggle, but a number of these were merely "use on CD/refresh on duration", which isn't terribly complicated compared to the current iteration. ARR SMN was very definitely
not ShB SMN or SB SMN or even HW SMN. It didn't have the two minute cycle, the 3 Tri-Disaster DoT refreshes, the cramming 8+ GCDs into Bahamut/Phoenix windows, or managing Further Ruin stacks with Egi Assaults. Literally none of those mechanics existed in ARR SMN, which instead had 3-4 (5 only in patch 2.0-2.1, which was the only period Thunder was Cross-Class, no matter how people try to pretend it was the whole time) DoTs to manage, Shadow Flare to throw down, and AF was used on Fester (just like now, only it had a 5 sec CD, I think, so you had to alternate it), and in between, you spammed Ruin 1 and weaved oGCDs as they came off CD...just like now. There were a few things you could try to do, but many of the advancements came with HW and SB.
Many Jobs back then consisted of a relatively simple combo system, a handful of situational utility buttons, and that was mostly it. PLD had a 1-2-3 combo and spammed Flash for AOE. It had a reactive button if it blocked with the shield and it had Shield Bash and the same tow oGCDs it has to this day. The alternating Royal/Atonement/Goring combo thing was from ShB, the upkeeping Goring was from either HW or SB, during both of which Halone was used for agro (or avoided when you didn't need agro). Its AOE "rotation" in ARR was literally spamming a non-damage AOE spell until you ran out of MP, then using 1-2 Riot over and over to get more MP so you could spam more Flash, because it didn't get its agro stance until level 35 or 40, so spamming Flash was actually necessary. Sure, 6.3 PLD is simpler than 6.2 PLD, but so was 2.0 PLD.
In a way, the game started off with most Jobs being simple, and they had complexity tacked on over time, robbing the people who liked the simple of
their toys. "The chicken or the egg?", which came first. The people who want complex Jobs aren't the only ones who can complain that they had something taken from them...

Originally Posted by
Eorzean_username
Rather, I'm saying that SMN's radical simplicity may be allowing a lot of players to realize that they maaaaaaybe... honestly... don't reeeeeally mind having other priorities in life than "mastering" an FFXIV rotation...
Perhaps.
So you think it's that cognitive dissonance that makes them...upset and insulting to those who openly express like towards things like SMN?