Going to answer this in parts.
Quote Originally Posted by Alberel View Post
I'll bite on this one. The point is quite simple really; you're just deliberately ignoring all the other effects that gear scaling would have. You wouldn't just have lower damage, you would also have lower healing, lower health and lower threat generation. Couple those with a fight taking longer as a result and you have many many more chances to fail a dodge and it would be far harder to recover from them.
The damage on the monsters is tuned so that lower healing would just be the "expected" healing - Having better gear just means you're healing less often than you usually would (most good WHMs fill in this free time with nukes) it's not harder, you're just having to cast more.
Lower health is moot too, again damaged is tuned. The only fight in any raid that ilevel scaling could affect would be Tonberry King, and even then grudge still only hits for around 4k (your average tank has 4.5k in just AF).
Lower threat generation is moot, because as you so rightly said, cures and damage is already lowered, so you don't need as much enmity.
Quote Originally Posted by Alberel View Post
I can't help but laugh at the implication that lower stats don't make a fight challenging... it's as if you're trying to suggest outgearing a dungeon doesn't make it easier. Those parties that want overgeared people for AK or WP don't just do it because of the speed boost. The fact that many of them don't even bother to dodge AOEs any more simply because the damage is negligible and easily healed is proof of that.
All this does is give a little leeway, a good player will still dodge an AoE regardless of whether or not it's going to hurt them a lot or slightly. At low iLevel, you dodge because oh shit, that hurts. At high iLevel you dodge because it wastes time the WHM could use nuking.

Experience will always trump gear. Once you learn the dungeon it becomes permanently easier. All iLevel scaling would do is slow things down.