Complexity in Heavensward wasn't what I'd call artificial. Game knowledge carried you very far back then, skill expression was available and jobs had identity and nuance.
What we have now is completely artificial difficulty, I wouldn't even call it complexity. There's just 'do damage', 'increase damage', 'take less damage' and 'heal for X' abilities now, no nuance, no complexity, no skill expression, no gameplay. The whole game is basically on rails.