Huge rant incoming.
About gameplay
Not ashamed to say that I -do- want FF14 to become WoW. All WoW clones (really, EQ clones) should try to emulate WoW's extremely polished gameplay mechanics. Whether from the great macro system, to the extensive addon system, to the resource system, to the dynamic and proc based rotation, to trinkets and class sets that are not only gorgeous (like our AF2) but also completely redesign how you play your class every tier. Stat sticks are so terrible and that is all our gearing currently is...godawful. People say they want more variance in gearing, trinkets and enchants and gems (materia) are where its at...not grinding for 4 weeks for a slightly different offstat loadout, or slightly more accuracy.
WoW is a fantastic game, despite for some reason many people hating it. I chalk it up to playing the same game for 10+ years. Mechanicswise, not...like contentwise. Hilarious that the more I play FF14 the more I want to play WoW...and vice versa. If WoW became gorgeous like FF14...or FF14 made more interesting design choices...well...I'd be in heaven.
Trinkets...procs, cooldowns, enchants...I never knew how much I missed them. Playing FF14 for me is like eating a beautifully frosted, glazed, fresh fruited...cardboard box cake.
Weird though that you mention WoW as being content difficulty rather than rotational difficulty...I would actually like to say it is the opposite. The reason WoW's rotation is more difficult than ff14 is that...it isn't memorizing a long string of buttons. It has pruned down the large part of its button bloat but kept all of its complexity by adding procs, interesting resources, and above all, giving players something to decide. There is nothing to decide in ff14. A robot would play far, far better than a human would.
About content and grind...
WoW simply gives far more content however...if you think about it, in a typical WoW raid tier...
1. Most "casual" guilds will take 1-2 months to clear normal (now heroic). They will do mythic maybe.
2. Most hardcore guilds will clear normal (now heroic) in 1-2 weeks, and clear heroic (now mythic) in 2-4 months.
3. World first guilds will clear mythic in 1-2 weeks. Sometimes end bosses taking up to a month.
4. This is something like 8 (16) to 13 (26) bosses to deal with.
In FF14...
1. Most "casual" guilds clear normal (everything but Savage) in 1-2 weeks. Farm it...forever. Never complete savage or do savage at some point 1 month down the line.
2. Most "hardcore" guilds clear heroic (savage 1, or 2, or maybe 3) in 2 weeks. Farm forever.
3. World first guilds clear heroic (all of savage) in 1 week, 2-4 weeks for end boss.
You see the problem is that it is too quick to clear content, OR, on the other hand, it is impossible to gear to clear the content. There is a lot of grind here, rather than just getting on there and trying to progress bosses.
Some people maybe prefer the grind...me I sort of prefer only needing to play for raid nights and the grind being completely optional.
So far...being in a mostly casual guild, all it seems I do is farm every single goddamn week for alex tokens and eso...and not get anywhere. This is a very oppressive gameplay.
About melee and combos
I am still on the fence about positionals. On the one hand, they're sort of interesting. On the other, it forces melee to either
1. Suck at all melee oriented AoEs or
2. Not have to deal with any melee AoEs.
Which...I think removes one facet of gameplay that really should be there.
But the combo system sucks butt. Pressing 3 set in stone buttons is the same as pressing one button 3 times. Perhaps thats why I play SMN as my dps class.
About tanking
Tanking is...my least favorite in any game. I played Secret World too, server 1st raid kill, master nightmare mode jacket, etc etc. I tanked there too. Even the 111112 was fun, because of all the passives you could stack and all the weapon combos you could do...stats were interesting as well as impactful. I changed my kit around every single dungeon, maybe one dungeon you can't block, so I put everything into evade, maybe another needed more interrupts, so I put another in, etc etc. That was the challenge there, not the gameplay. FF14 has neither of the two.
No active mitigation, all tanks functionally identical aside from 1 or 2 cooldowns...it is a nightmare. I would highly suggest removing the bloat and putting tank survival in the hands of the tank...active mitigation, a slew of very powerful, all impactful cooldowns (make DA > DD baseline, remove goddamn foresight). A cooldown should be at least 20-50% reduction...make bosses hit much harder, but make tanks have more ways to keep themselves alive.
Healers should be in charge of the raid, and in charge of their mana. Tanks should be in charge of their own survival...right now tanks can do jack all about their survival 80% of the time...so they go to dps stance. Right now healers have 0 mana problems...so they just bomb heals.
About the feeling of power
Heavensward I will say did a GREAT job of making all jobs feel more powerful. Cool stances, awesome nukes.
But it is getting stale because every raid tier is the same. There will be no difference between Alex1-4 and Alex 9-12 if this doesn't change.
We need awesome trinket procs. We need set bonuses attached to AF2 so our gameplay is radically altered and our gameplay changes.
I'd like for AoE to feel awesome. I want to just mow down packs of things and feel fantastic doing so. Unnerf all caster AoEs to do full damage. Make melee AoE's no longer destroy their TP. You shouldn't have to decide whether to AoE or not...simply go ham and watch the numbers fly. I think most players would like buffs instead of nerfs, and feeling good instead of crying at their TP or mana. If adds dying too fast simply make them beefier.