I don't mind putting in tons of hours. But i dislike dungeons. Yet nearly every elite piece of gear in modern mmo's is from dungeons. Why can't i spend time soloing whenever I feel like it to get good gear?It's not at all hard to understand.
Player with 30 minutes a day to play: "I should be rewarded just like the guy below me who plays for 10 hours+ a day. I pay the same fee legacy or not. I pay for the same game. I should get the same rewards."
Player with 10 hours a day to play: "I put in so much time and effort I should get the good rewards but the guy above me wants the same rewards but he only plays 15 minutes - 30 minutes a day. That shouldn't be the case, there should be a separation of content."
The reason people see casuals wanting things handed to them is because they want the same rewards as people who aren't what you'd consider casual. It shouldn't work like that and that is why new MMOs fail, they try to cater to everyone which eventually makes your game very easy to leave because you done everything in quick succession, you have to wait for their next content update which may not be for half a year..why stay with such an easy MMO?
Casual vs Hardcore doesn't matter much as it does the way it gets handled, and every developer handled it poorly, which is why games are overly easy and overly generous. Not every casual player wants handouts, but they want to get the same benefits and rewards as someone who plays more than them or they'll consider it unfair or not casual friendly.
That's where the generalization comes from, the loudest group always win and the loudest group wants handouts. XIV 1.0 originally went the separation route but it was incomplete, the Guildleve system was supposed to be mainly for the casual playerbase, which the upcoming dungeons/hamlet defense/etc was supposed to be for the more "hardcore/people with much more time to dedicate to the game."
MMOs have generally always been about time dedication because of the consistent world and you spend your time in the world that was designed by the team, not a world designed by your liking and designed to fit your playstyle, this is why new MMOs have always failed, because they try way too hard to cater to the wrong group of people, because the first to go from an MMO are usually:
A. The "Hardcore" playerbase.
B. The playerbase inebetween MMOs, i.e "This is a new MMO lemme check it out..nope it sucks, doesn't have 21 years worth of content at launch..NEXT!"
C. The typical playerbase..i.e "So I did all of the main storyline and some side quests that were all the same and did the 4 dungeons available..what now?
Developer: "You have to wait 6 months for the content expansion, till then, PVP FIXES!
Player: "....NEXT!"
Meanwhile the playerbase that tends to stay are the ones who like the particular series the MMO may be from or the ones who can't afford to go to another. So unless SE handles the content very well, making this an overly casual game will indeed be the death of it because why play this casual game when you have a multitude of other MMOs out there, F2P ones as well? Besides the fanbase, the playerbase SE hopes to pull in will be coming from those said MMORPGs..if they see everything is exactly the same but with less content...there's a problem.
So SE is on thin ice as fair as a strand of angelhair, they have to approach this balance almost perfectly or they'll bleed people within the first month. You also have to remember XIV has this stigma against it: It has failed once before.