There are a lot of good things about FFXIV ARR battle system. The stellar animations and faced paced tempo are just two of the many things that the team has done excellently.
I am disappointed, however, that in a year of FFXIV ARR updates there have been very little, if no significant changes to the battle system. Over the past year these are the things I've noticed:
1. (I don't want this thread to digress into this specific point because it's turned into a dead horse on these forums, but it wouldn't be doing this post justice if I didn't mention it quickly.)
There is still too much delay in the battle system. Sacred soil, provoking a monster, placing virus on a target, stoneskinning, position update mechanics for melee, the list goes on and on. The delay is brutal sometimes.
2. Resource Management In short, there is none. We have this pseudo-fake system of resource management with TP and MP. Play within the rules and there is no running out of your resource. Why is this an issue? If there's no challenge in managing your resources, challenging encounters have to "kill" you in other ways. If resource management were more difficult, encounters could afford to have less insta-gib-jumping-over-the-flaming-skipping-rope mechanics. Which brings me to my next point...
3. Difficult Encounters and the Fiery Skipping Rope Ever feel like when you enter a new encounter, you're relearning everything from scratch? Extreme Primals and Coil are the two big culprits for this one.
There is no intrinsic difficulty to FFXIV's combat system. Because of this, 100% of the difficulty has to lie within the encounter.
A party's success in difficult FFXIV encounters is about 10% gear, 10% knowing your role/job, and 80% learning the encounter mechanics. This makes new encounters stressful and frustrating. Yes, every encounter should be difficult and hopefully bring a new set of challenges. But the whole difficulty should not come from the encounter.
If the distribution to a party's success was more around the 40% player skill, 30% gear and 30% knowing the encounter, developers could make challenging content that didn't rely on almost completely on the Fiery Skipping Rope.
The vision of an MMORPG's combat system can change a lot over the course of its life span. FFXIV: ARR is still a very new MMORPG, and I'm sure that in future updates and expansions we'll see a reworking of the battle system. But, the current system seems to discourage a lot of people from trying the truly difficult and challenging encounters.