Here is whole bit if someone is insterested.
IGN Brasil asked about 2 mins meta and homogenization of jobs:
Yoshida: " "That's a difficult question," begins Yoshi-P. "We have skill rotations varying between 60 and 120 seconds for the most intense phases and that's how it works currently. But the reason it's like this today is that we've received, in the past, feedback from all over the world saying that the timing of fights were difficult, it was difficult to align skills between classes, we were asked to unify everything, and precisely because we received these requests to homogenize this, we homogenized it"."
In fact, in past expansions like Heavensward and Stormblood the design of fights and classes were very different from how it is today. Just look at classes that have completely changed from their original versions, like Summoner, Astrologian, Bard, and Machinist. Furthermore, the design of the bosses and the arenas in which fights take place were different, which created different situations - and functions - between melee and ranged classes. There are those who say that having the game less "on track" is more fun - and Yoshi-P is not against this idea, but there is a balance that needs to be discussed.
Although hardcore players make up the majority of those who complain about how FF14's combat has become homogenized over the years, there is a significant portion of players, who we can consider as intermediates, who may not dedicate themselves to the more difficult encounters as diligently, but who do want to challenge themselves to overcome the game's most difficult fights and engage more frequently with the combat system than others who really stick more to the non-combat options offered by the MMO.
Yoshida: "We're okay with making things a little crazy and having different timings between all the classes, but again, we made these changes because we got feedback that it was too difficult before. We understand that there are two types of players, so going forward, Regardless of whether we change this or not, the community needs to reach a consensus: what is better? Before changing something we need to get feedback from everyone", concludes Yoshi-P, reiterating that feedback through official means is taken into account by the developer.
And from this the question arises: how much should Square Enix listen to the hardcore portion of players, who engage immediately and frequently with the most difficult content that FF14 proposes, seeking to optimize each and every possible movement, in relation to the average and casual player. Who also likes combat? It definitely doesn't sound like an easy task.