Which isn't actually relevant to whether or not it's piercing damage, now is it?
I did say, as you noted, that it doesn't MATTER at the moment. But the abilities likely still have the tags on the server back-end because the Devs tend not to change those things unless they completely remove them. The fact BLU spells still have those effects makes me think there's a high probability they have not removed those damage types, and thus probably didn't go through and untag all the abilities. After all, why? There's no need to remove Fleche being Piercing...if you simply have no enemies in the game weak to piercing, strong against piercing, nor abilities that buff or debuff piercing damage. The only content that matters in is BLU stuff, which RDM can't que into. So just leaving it dummied is less work than removing it would be, as there's no loss to the laziness in this case.
It's like how they split ACN/SMN's Physic from SCH's Physic - they straight up added a second ability, with the same stats, but with "Affinity: SCH" and removed SCH from the Affinity of the ACN version...but left the ACN version scaling on MND, because that wasn't the purpose or goal of them making the change (to make SMN's actually useful), so they merely left it as it was.
Contrast elemental resistance, which HAS been outright removed. (Note that's different from elemental weakness/defense, however, which DO exist in some places outside of BLU content, such as the PotD example I gave above).
So I strongly suspect that those damage types on regular Job abilities still exist, they just aren't relevant since they aren't exploitable or interactable in any way at the moment. But they've likely been left in on (a) the off chance they might be worth having in the future and (b) because removing them all would take more effort than just leaving them in without any interactions or useful/harmful effects.
This is strongly a subjective opinion thing. I don't like it when I have an original character but they have a voice that isn't mine. It's one thing if I'm actively playing a cinematic single player game (say, FF7:Remake), but not an MMO where the character is a self-insert anyway. Silent Protagonist is a better way to go for that. When your character moves their mouth and hands, that's where you get to mentally insert whatever voice (and dialogue) you want for them.
I do agree, though, that it'd be nice if they spent more time on the open world stuff.
Mhm. This is honestly the right of it.
They changed 1.0 because it was quite literally unplayable. Not figuratively, literally. The server lag (not data/internet; server responses) made many tasks like crafting and gathering and even parlay often unplayable. Even opening the menu had a several second delay because the horribad coding meant it had to ping and get server confirmation before the client would load it up! Can you imagine hitting the key to bring up your menu and having to wate 5-10-20 or longer seconds before it popped up? Now try crafting with that. Oh, and 1.X's crafting had a time limit between inputs, so...it was somehow even worse due to that.
The game would crash.
A lot.
Even when starting a new game (particularly in Limsa) it would sometimes crash to the desktop because of the cutscene rendering all the NPCs - and Leviathan's individual fins being individually rendered and animated - would overwhelm many/most computers. Meaning some players' first interaction with the game as crashing during the intro cutscene, or running a bog slow 10 (or lower) FPS just to get into the game for the first time.
The instance servers would bug out and kick people. There were periods of time where the entire game was down for maintenance more than it was up, and when it was up, people often couldn't get in, or would randomly get kicked once in, and then the servers would go down again and be under maintenance for several more days. You think EW launch was bad? At least people could get in and play for a while and the game was still UP for the most part. 1.X was often down more than it was up and NO ONE could log in. As everyone knows, the FLOWER POTS had as many polygons as the player characters, making cities bog slow and crash inducing, too.
Yeah, people complained about it, but it was literally not functional or playable as a game because of the mass instability and horribad optimization. Those were the reasons Yoshi P decided that 1.X wasn't salvageable. When he was first brought onto the project, it was to save the game. After looking at just how bad it was, he went to the execs, probably laid out all the problems, and convinced them that it WAS actually not possible to save it, which is when things shifted to how to rebuild and relaunch it instead. The fact that the legendarily stubborn execs there listened to him and okayed 2.0 means it was so bad even they couldn't deny it.
...those things are a far cry different than your complaints that the game isn't something you personally enjoy. The servers are up, the game is playable, many people enjoy it, and it's doing well financially. Collectively, those aren't in the same universe as 1.X's situation.