anyway, we all can say that something must be adressed in the way to make boss fight and end game content.
outside the overuse of the instakill technic, the rope jumping feeling or the extremely long fight forcing to repeat over and over and over our cycle and step for not die.
we can admit the jobs for try to give us enough content is not small.
however, the question is about the quality of this content now. say that it's bad will be insulting... that not the case, the quality is poor, since all the fight (outside specific mechanic) are based on the same trick, i means there, execute the strategy flawlessly or die. i feel is sad, to think that they can't come with something else...
i have said it a lot of time, i think they need to add replayability into the content. not in the fact that it will hard, but that everytime we go to do it, we will always have the thrill of the fight. that not the case actually, when your group have mastered a fight... no more thrill outside the ridiculous challenge that the group will impose at itself.
they need to devellop the AI of the boss, make the fight more challenging, not in the way that it can kill you in one hit... nor that they have tons of hp, but challenging and intense!
SE by the past have always create the surprise with them game, always trying new thing... and i'm really sad to see that is not the case with FF14: ARR. i still wait the small difference, the final fantasy touch ! even if is not perfect, even if it take 3-4 patch to be good... they really need to try new stuff!
finally, i will never say it enough, you can't make a content that will please hardcore and veteran... they will always crush it fast, the good example is BC2 less of one month for be beaten by BG, indeed they are only a small portion of the community, but Yoshida really try to offer them a challenge that will keep them busy, forgeting that this people are really good. most people can't compare to them and balance it for everybody become near impossible! the question is this, do they must still try to balance the content between the two extreme or simply try to make a game with difficulty over the average. don't get wrong, you can make game challenging even with something over the average, but for this you need to get the AI more strong!
ps: i feel the last part can be confusing, what i means by something above average it's a content that it's hard without be near impossible or ask to be almost a machine for do it. if you work on the AI of the boss you can make it more adaptative, some game like the witcher 2 have show it, you can use some gimmick for test the capacity of the group and adapt the power of the boss in function of this.
like this you have a content that stay hard for everybody all the time and for all. what they can do, is make the boss gain new attack or have new gimmick. by example, the number of time the people in the group have beat this content, unlock more harder pattern for the boss!