To me, it's sad to know SE really started to put auto-attack into FF14, and it's even more sad to know that this new auto-attack system is basically a copy of FF11 after more details are revealed.
So what happened to the current battle system? Why most (based on the votes) players don't like it?
In fact, when FF14 was first released, one of the few things in the game made me so excited is this battle system. Like the original FF14 team once said, "Even some parts of this game are still incomplete, we are still very proud to show our players the new battle system!" This system is very creative and unique among most OLGs, and provides the most flexibility for players to interact with different situations during a battle. Let me review what I learned about the system, and why I did really enjoy it.
One most unique characteristic of this battle system is it introduced the FTG concept into a regular RPG style battle to make is more exciting/interacting but without losing RPG's principal rules. This goal was successfully achieved by combining: action selection, action recovery lag, TP/MP, CD, and stamina.
During battle, when dealing different situations, players need to decide to use what action to response. Actions can be imagined as playing a battle card game. With various cards on hand, players are capable to make one best decision from various selections to efficiently response enemy's action. Each class has it's "ACE cards" (ex. GLA's Sential, THM's emulate, LNC's Twisting Vice, etc) at different ranks, therefore, players can create their own special jobs after getting more cards from different classes and combining together to be a specific personal battle card set for specific enemies. Consequently, knowing enemies' action patterns become more important because some cards may be only useful for some enemies and the number of cards is limited. The concept actually make FF14 get rid of transitional FF jobs' mechanical impression to reach another level - each player can make his own unique job. In fact, it's more reasonable, too. For example, in FF11, a person who already gain high level on the other multiple jobs (ex. SAM, WHM, etc.) will forgot most of what he has learned when he start to fight as an archer (level RNG as main), but in FF14, he won't, and those what he has learned before actually make him become a much better archer.
Every action follows a recovery lag, whether players or enemies. Recovering lag is the key to bring FTG concept into the battle. Keep clicking normal attack actions will help not much except run out stamina make you standing there look stupid. Especially when fighting hard enemies, players will be beat down easily while getting hits during recovery lag. In recovery lag, players can't move/evade and can't perform next action. Therefore, following the action section concept, considering the balance between actions and stamina, select right actions and right moments to construct your battle plan become very important and challenging (and fun, of course). Since same rules applied to enemies as well, players can use enemies' recovery lag to strike back. In FF14, attacking from different positions brings different possible impacts. For example, attacking from an enemy's side can have chance break enemy's action, and attacking from rear has higher chance to make critical attacks. Some actions also require a specific position to make them work well.
After understanding actions selections and recovery lag, now it's obvious that stamina and CD plays important roles in setting your action sets and battle plans. Because stamina and CD decide the rhythm of a battle. So with one well-considered plan, a player can make his battle looks very smooth (or even wild, elegant, sneaky, whatever the style you want for your job). More important thing is, enemies follow the same rules here. Therefore, now not only pre-action signs from enemies (ex. purple light before wolves use drain HP, red light before puks do tail swipe) can help players to decide what actions to use to response, but also the enemies attacking rhythm can be one very important invisible sign to give information that what enemies attempt to do. Big damage actions usually require more stamina, so when seeing an enemy's attack rhythm changes, players can be ready to prepare what happen next, including store stamina for a series reactions, magical buffs, even try to step aside. Furthermore, after enemy's big move done, you know that will follow by a recovery lag, so then you can use the stamina you prepared to give one splendid strike-back.
Based on the updated information, it's already known that most of previous exciting parts will be gone after auto-attack system is introduced. To be honest, our current battle system exactly improved the flaws and unreasonable parts from old one, and now SE is changing it back to old one without trying to tell players how good it is. In my opinion, what make all fun gone are not the battle system itself. The defected SP calculations and party system are the real reasons make players gone (of course, also the incomplete world...)
Hope this battle system will be back someday =)