It's worth noting that you do need to have a skill range in the gameplay in order to retain your audience. It's important to have a skill floor that allows entry level players the opportunity to participate. We have that. But you also need a high skill ceiling, to give those players something to aspire to, and incentivize content creation and viewership. It's a bit like watching Ongbal parry-counter Malenia at Lv.1 with a buckler and club without taking damage in Elden Ring. There's only a handful of people who are ever going to be able to emulate that feat, but it gets viewers excited about the game and makes them want to go back and try out the tech under less extreme conditions. It might even get someone who has never played before to try it out. It's a mutualistic relationship between novice and expert players, each motivating the other to keep playing.
It might seem like this sort of thing never existed in FFXIV, but there are a few moments of brilliance when you see someone doing tech that you never thought of. One of my most memorable moments of this game was observing someone else tank A7S under conditions of directional autos (strafe-locking into an interrupt on the heart as the active tank), and it made me go back and re-evaluate how I approached my own tanking in that encounter. But I think we're actively designing these moments out of the game in the name of accessibility. If you remove the skill differential, you lose that ambition to progress as a player. You lose both performer and audience alike.
Positionals are obviously not enough on their own, but it's the intersection with fight design that makes them interesting. I think it especially becomes exciting when you have more random or unpredictable mechanics. I think M2S will be really fun from that standpoint. I also think it'll be interesting to see how more movement heavy fights pan out alongside positional play.
I think they've got the accessibility bit down. What I want to see is them open up fight designs and job designs so that we can really showcase skilled play. Because that's how you really draw people into the game and get them to invest their time. You have to make them want to be better.