I mean at the end of the day this is always going to be "it", no matter what sort of blow-harding occurs on any "side" of the topic.
Mr. Yoshida himself is on record as basically stating, in so many words, that if he was going to make a game just for his own pleasure, it sure as hell wouldn't be anything remotely like FFXIV. Though he does 459390 different interviews per year, so trying to scrounge-up the exact quote I'm thinking of where he said something along those lines has exhausted my patience with DuckDuckGo.
But the point is, if CBU3 had the will for it, they absolutely could tighten-up FFXIV's loose edges, and make a much more standardised and consistent difficulty-curve across the game, a more firm identity and style for each Job, and a more firm identity for each Role in all levels of content.
It's just that they know damn well that doing so would shrink FFXIV's audiences back towards a more dedicated "gameplay-positive" crowd, and they clearly don't want to ever be "that quirky boutique MMO" ever again. They want to remain "WOW, but Coherent Plot, Horrible Network Response Times, and Catgirls" — certainly not in gameplay refinement, but at least in terms of "pop-culture consciousness".
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Mr. Yoshida maintains a certain outward "friendly dad gamer" persona, because he's a designated "company mascot". But he's also clearly a shrewd and perceptive businessman with a life clearly spent keeping a close eye on the gaming industry, both local and international. He is certainly well-aware of what happened when WOW became overconfident in Cataclysm, and Blizzard's self-proclaimed "rockstars" stopped caring too-much about providing anything to players below the Endgame Dungeon / Raiding tier of content, distorting the entire game dramatically within the space of a single expansion-patch compared to what its fans recognised and expected beforehand.
So none of the CBU3 resistance to course-change on "normal" content and gameplay is surprising — FFXIV isn't an unsettled passion-project like it was in the early days of 1.x emergency-recovery and ARR/HW "finding its footing". Everyone responsible for FFXIV's direction forward knows that they have a well-ensconced cash-cow "formula" that they're now afraid to breathe-on wrong, because most game companies are ultimately designing with something akin to shamanistic prayer and superstition due to their fear of how fickle and volatile the interests of gaming audiences can be.
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All of this is to say that, yes, the game neglects to train people or provide a sanely-presented learning-curve, but it's partially because the game literally doesn't want to, since every bit of mild effort or slight disappointment that gets introduced along the way is another chance for a precious juicy payment source to pout furiously, and then wander-off to one of 342039943092 competitors for time and attention that are still willing to provide "You Win!" in exchange for just flat time-sunk and/or direct monetary investment.
There is no hyperbole intended when I say that the XIV devs wouldn't hesitate to reduce every Job to exactly 3 Actions and 1 Ult if they thought that they'd gain or retain more customers than they'd lose by doing so.
The only reason that there's any tension at all between complexity and simplification remaining in XIV's Job Design is that games rely somewhat on the outsized effect that proselytising and passionate dedicated fans / community-members provide a game as a form of powerful viral advertising and potently sustaining interest / sub-cultural relevancy. Over-simplifying too far runs the risk of driving that dedicated "actually likes playing games" segment away completely.
So market-widening "accessibility" adjustments are done in little nudges, and sips, and nibbles, to try to "boil the frog" to the exact edge of what will be tolerated from as many segments of the audience as possible.
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One could point to all of this and say, "Well, see, exactly, then... complaining and protesting is pointless, you're pining for a game-design that the devs no longer have any willpower to make".
But that's the thing — refer to my point about how much game developers actually fear their audience's fickle attention-spans and mysterious, almost incomprehensible desires and preferences.
Make your unhappiness clear, and loudly — and, preferably, coherently — enough, and it will plant that seed of doubt in the developers's minds.
"Oh no... have we gone too far? Might this entire gingerbread-house begin to crack and crumble soon? Will we soon begin to lose more than we gain or retain? Perhaps we must reconsider..."
That doesn't mean that 100% of all complaints will ever be addressed, because again, from the perspective of the creators, it's a balancing-act that ultimately just centers on what benefits the health of the company the most. However, it does mean that there's a chance that some portion of the feedback will actually be actioned — perhaps in horrible, horrible ways that were never intended, but actioned nonetheless.
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I mean, think about it.
Would we really be seeing even such "complexity" (lol) as "POM → Glare 4" and "Psyche" introduced into Healer "rotations" if the last 5 years had been totally silent?
I don't think so. I'm pretty sure that Mr. Yoshida and CBU3 would be perfectly-content to just keep offering "High Broil 3: Revengeance", "Emergency Emergency Tactics", and "Seraphism-ism" until the end of time.
As insipid and inadequate as updates like "Baneful Impaction" seem right now, I still think that they're a sign that the dissatisfaction is in the periphery of the developers's minds, and they're just struggling to figure out how to address that dissatisfaction without provoking and enraging the monster that they've created by going soft-ball on the lower end of content and Role Design for too many years in a row.
ie, NO, REDDIT / YOUTUBE / TWITTER / TWITCH, I AM NOT CALLING CASUAL PLAYERS MONSTERS, I am just saying that the developers must absolutely know the sheer inconceivable shite-storm that they will provoke if they attempt to adjust-up any of the push-back or resistance that Job Design or Content Design provides.
So they're "sweating", because they've now lodged themselves between a new sort of exotically low-effort "proudly casual" base on one side, that views FFXIV as their safe-space from any sort of performance demands whatsoever (since content is so slack that other people can just infinitely carry-them through), and an increasingly-irate and exasperated portion of the "alternative casual" and up base, which is tired of needing to keep a dose of Narcan on-hand when trying to remain conscious through half the game's cooperative content.