Zakku, you don't even merit a full quote as your bias has been obvious for months.
But I will re-state what I have said directly to you many times. What your complaint about MMO's not forcing players to play with each other to get through storyline content amounts to is "OMG SE PLEASE MAKE PLAYERS PLAY WITH ME! I CAN"T GET THEM TO PLAY WITH ME!!! MAKE THEM DO IT!" And that's the sum of your complaint and its validity.
If you can't get players to play with you in optional content, that's your fault. You sit here and insult the casual playerbase by calling making content accessible to a wider audiance 'hand holding' when in truth, it is you who want your hand held in Square Enix forcing (often negative) interaction upon players who are more than content to play an MMO just to take part in an evolving gaming world with consistent lore, a great story, continual content updates and the option to make friends on their own terms.
But again, this point is moot. Yoshi has already told us his approach on this matter. "Main Storyline" quests will be single-player capable. Grand Company quests are supposed to be designed for party content. It's a good compromise, though I still beleive that creating a difficulty meter in order to allow players to progress at their own pacing (A note to Zakku, you're full of it when you state they can't balance difficulties on fights. They did it easily with Leves, they can do it for instanced fights as well. Heck, there's already two versions of Primals guess what - you fight the weaker version for the story, and the harder version for the loot. The system already exists!)
This would allow them to lift the 1 player participation cap on single player, for those who which a challenge for a party in their story content. (Hopefully with some added loot as incentive for those to do so.) As well as making a scaling difficulty for group content (reserving the best loot for the hardest difficulties.) This way people can have a challenge at their own pace.