I was replying mostly to this statement:
Because there were and are (not old) grind-fest games (subscription based $15-$30 a month, old and new) and they are good, thus saying "grind fest should never be accepted" is not very correct considering it's popularity.
I did not play 1.0, but i think it failed not because of grind, but because firstly many features (including grind) were done wrong, second - casual games are much more popular on the west (why else SE hired a western casual games developer to rebuild the game).
Grindy does not mean having zero progress, it's just SE grind implementation is bad and many people will have zero progress for weeks. Grind usually means you run an instance and get a random drop, then sell it for profit, and there is a very small chance you get a rare item drop worth weeks of grind. If you don't get the item dropped - you get enough money to buy it. Also you get experience and advance in levels, so by no means grindy means having zero progress.
Neither grindy means hardcore - one can play 1h a day and get a progress; hardcore will play for 6h a day and get more progress, the only difference will be their progress speed.
But SE grind implementation (without player trade and additional drop) is bad.
I would agree they should not make such a big shift in play style in 2.2, but considering titan fight in pre-2.2 where many people (mostly outside of n/a and japan) were simply locked out for weeks from titan HM due to latency issue, and completely unable to finish titan EX for the same reason - i have to say this shift has happened a long time ago and is simply progressing now, getting a wider audience.
I expect SE to make more changes like this just to ensure people keep subscribed for a long time. I just hope they will see own mistakes and correct them, because currently ffxiv is a mix of casual and hardcore players who are forced to do the same content.
I would prefer is they make content for each playstyle and do not force everyone to do all content.