Think the circular problem with all jobs is that people want to be able to learn a job and do well at it quickly, largely because it doesn't feel fun to learn a job right now in the current game. There is such a deluge of media putting pressure on being good at the game due to saying "this savage is not really hard", or "Extreme isn't very hard", yet the job itself is not very hard to learn. So if everything is easy, what exactly is difficulty to begin with?

From observation, difficulty is from social pressure. When people are doing savage, they are almost always spending weeks in advance finding a group to do it with, or having to plan the vast majority of their free time around doing it. The only savage that is ever relevant is the current savage, and there is a limited time to complete the savage and get all the items one wants from it due to the lockout.

So I suppose a view point to take on this entire thing is that because someone decided to include content so difficult that it takes massive amounts of time to complete and put pressure on the entire community to struggle and complete this content on a cyclical basis, it made the community ask for a break in the form of simplifying jobs, which the game designers took as "simplify jobs, make fights tighter" in terms of end game, because they have some kind of mathematical quota they want to keep or who knows what on completion time.

Like if savage was not present and creating social pressure, it would probably put more pressure on making jobs interesting and fun to learn, which is a lot more flexible in terms of individual peoples time. It's not like if someone goes to a fighting tournament and took six months to get to the same level as the guy on the other end of the table, who took two weeks, anyone would care.