Nothing in his post implies that though. Anyway, most fights are already a joke for hardcore groups, Second Coil being on farm for them for weeks. If anything the on rails nature of the fights makes everything more exploitable because everything can be predicted and you can know exactly when it's going to happen and how. Again, even knowing everything, people can have issues due to the wonky netcode and lack of servers for some regions, so even if you learn to adapt to the lag, the lag will still be there and can still be unreliable. I think they either aren't using the Gambit AI system to its full extent or it just isn't a proper system for monster AI. I mean they already had a better system since XI and in 1.X, the original 1.0 before the team shift even included field monster AI, no clue why they just tossed it out in favor of a more generic and heavily simplified and linear system.
There's also that subset of players who can clear most fights and might not have issues dealing with them or latency issues, but still don't like the on rails mechanics. Of course there might also be that subset of super casual players who really don't know how to play their class and even a smaller subset who are unwilling to learn. If anything it's also the game's fault for pushing FATEs too much and class quests, while ok and some with really good stories, don't really teach the roles properly when they kinda did do it right during beta but then sadly got gutted out.
The game also doesn't really push Guildhests enough when a lot of party mechanics are somewhat taught better there before properly going into dungeons and putting it into practice while also learning even more, then of course there's the fact that the main story is so dumbed down and easy, everything railroads this small subset of players into playing and treating the game the way they do.