You can call me out of touch if you want but I don't really think I am. The fight design in this game isn't based around having fast reflexes or adapting to unforeseeable circumstance on the fly, it's based around memorizing a timeline with a handful of variations. It's about memorizing the steps to a dance and then executing that dance. The dance rarely changes, and when it does it only changes to a small handful of other possibilities. You look at a mechanic like CT from FRU and at first you think "oh my god there's so much going on that I have to react to how does anyone do this?" But then you take the time to study and learn the dance, and you realize all you do is look at your two debuffs and do one of 8 or so things. So you study what those 8 things are and when and why you do them, you get your hands on the mechanic a few times to practice the timing, and boom, you've mastered CT. It's really, honestly not any harder than that. Every mechanic in this game is just memorizing a handful of things to do in a specific order, and doing them. Every fight is made up of a handful of these handfuls. Barring disability, literally anyone can do that if they put the time and effort in. Again, if you don't want to put that time and effort in, that's entirely fair, but that's what the game is, and that doesn't mean you're incapable of playing it.
So do you also get mad when other games drop dlc a year after you finished them, and you have to take a bit to re-learn how to play? Do you tell the developers they need to make a game easier because life got in the way and you fell off of if, but wanted to pick back up where you left off 6 months later and you don't remember what you were doing or how to play? The idea that all msq content has to be instantly and effortlessly winnable for people haven't engaged in pve in a patch is kind of unfeasible because it means that every dungeon has to be a tutorial dungeon and ruins the experience for anyone who actually plays the game regularly.
I would argue that the game doesn't require twitchy reflexes in any content besides maybe Air Force One, and also asks what makes you the arbiter of what is the right or wrong kind of difficulty in this game. Furthermore, it matters where the devs thing to draw the line because they're the ones making the game. I thought that much would be obvious.