Really? Please enlighten us. Its easy to make statements like this, but I havent seen anyone come up with a good idea as to how to ballance the melee vs ranged problem. Believe me, I agree with the heart of what you are saying about creating choices and making players think on their feet and what not. Yeah I get it. Dont allow players to spam skills and zerg things to death with out restriction.
However, I think the positional requirements are the wrong way to go about it. It wastes too much of your limited time in the big boss battles. Ifrit and Garuda are always jumping around all over the place, or there are other things going on in the battle that cause frequent disengaugement from the enemy. With things like this in place, positional requirements go beyond just a simple "frustrating" comment. It can completely destroy good dps from the melees, giving a huge advantage to ranged. Maybe after 2.0 when there isnt so much UI delay, dungeon lag, and lack of animation lock, it will work better. But as for now its bad enough melees have to put up with animation lock, and combo timers, and positional requirements; but what really sucks is dungeon lag slowing them down, and UI delay making you press actions 2-4 times before they actually go off.
I am serious though, I would like to see good alternative suggestions that would help level the playing field on ranged vs melee. Maybe someone out there can think outside the box, and come up with somhing great. Cause Im all ears. And if not, then it gets back to having to endure it til 2.0, and hope the faster server response and lack of animation lock fixes the problem and makes it even out more. Or greatly reducing WS timers (keep combos, combos can stay). Also, at the very least get rid of stupid directional combos, like tanks attacking from back or side, and melee attacking from front........ /sigh.
As to the person that was saying that positional requirements arent an issue if you have a good tank, GTFO. We all know that certain enemies (Moogles come to mind) do whatever they want regardless of if tank has hate, and there is a glitchyness to alot of Boss mobs that makes them shift or turn slightly for no reason. In my mind, if the tank has enmity, then the mob should ALWAYS be directly facing the tank. Unfortunately, this simply isnt the way it is. In a game where positioning is so important, you'd think they could get mobs to face the tank directly or at least to not slide sideways, and not implement retarded things like the way they did moogles.
Full disclosure: I am only a tank, so the first part about ballancing melee vs ranged is fairly objective. I dont really have an agenda because I am neither a melee or a ranged dps player ever. I dont really care from a tanks point of view, but if I am honest, I have to call it as I see it. On the other hand, the other issues with moving/sliding/turning mobs really pisses me off as a tank.