Over the course of 1.0's span, we saw dramatic improvements in terms of endgame encounter complexity and difficulty. Can we expect endgame encounters at ARR's release, i.e. Bahamut's Labyrinth and Crystal Tower, to pick up where Rivenroad (Hard) left off?

Part of the joy of playing an MMORPG at endgame takes the form of reaching a high skill ceiling, represented by: extensive planning around mechanics and itemization; having to make many decisions during combat that have consequences; and raw reaction speed. What steps are the designers taking to implement a high skill ceiling in ARR?