I would like to add a little bit more:

All of DF content can generally be completed easily. I think it's safe to say that when you click on any roulette and join that queue, you will have full expectation that you will clear these roulettes. So what other DF instances do people do then? Trial and coil content. These are not in roulette and people join these by choice. It would be normal to assume that they chose to join these DF to clear them. People who have cleared these content and then going back to them in DF would be looking to get the rewards from them. When hunting for a drop from these content, it would be beneficial to do them repeatedly and quickly to increase their chance of acquiring said items.

SO, an incentive for such experienced players to stay and help groups that are having trouble would have to be BETTER than the reward of the content itself. But that doesn't make sense! If a universal incentive reward system provides better reward than the rewards of specific content, players will flock towards the easiest content that falls inside that incentive program. Not only will players still form fast clear groups, there will be less players joining the harder contents where people need help. The incentive system will end up working against players that need help. I also don't think vanity and commendations as rewards will help in the long run. As players acquire these items, they will have less reason to participate for the incentive and the system will eventually wither. Because of that, the rewards would need to be constantly 'needed' or seek worthy by the players. But again, if the reward is cranked to such degree, the same thing I mentioned in my 2nd paragraph will happen.

Bottom line, certain players that constantly need help will eventually have to help themselves. Of course, there's the "I can do content, it's the other players that are just bad" thing that has been waved around and I wouldn't say that it's untrue but then it becomes a question of why are other players that bad. Rather than SE trying to figure out ways to get decent players to help unlucky/bad players, SE should figure out how to get the population to play better. That's not something easy to accomplish or even easy to figure out how. I would say SE revealing their hidden expected values on the content they designed is one way and letting players gauge their own performance against that is one way.

TL;DR: git gud and parsers should be implemented LOL