Hi Mega Mage,
As a few others have mentioned, I think we need to make sure we're not confusing Animation Lock vs. Server Lag / Latency in the Ifrit fight. (BTW, I'm not saying you don't get it, just stating it for everyone.)
lackofwords' post brings up some very good examples of why real Animation Lock (remaining in place while your Attack is executing) is a valid part of many games.
Look at one of the most famous examples of this in games:
* Street Fighter's Dragon Punch (Shoryuken)
If you execute a Dragon Punch at the wrong time (too early or late), you are wide open to a counter attack from your opponent. That's the risk you take with executing this attack at any given time in battle.
Same here with Ifrit. If you choose to spam Chaos Thrust (long animation, powerful attack), then you have to be prepared to time it right. Ifrit's timing is something one can learn after fighting it a few times. You'll know when you can safely execute a Chaos Thrust, or when you can't.
If we ask the devs to completely remove any true Animation Lock, then people can spam any Spell or Ability or Weaponskill with complete abandon. I can imagine scenarios like this:
* During some major Boss Battle, you focus and cast the most powerful spell in the game (e.g., Ultima or Mega Flare or Fire IV, etc.). Or execute whatever Weaponskill you want.
* Boss starts Dangerous Attack.
* (With No Animation Lock) Move instantly and avoid the attack.
* Repeat.
At that point, all you have to do is just look for Visual Tells (Ground Glow), etc., and just move. The difficulty and danger is greatly nullified. Repeat.
There is a give-and-take in Combat. You can't just spam a Shinkuu Hadoken (Super Fireball) and move instantly on the next frame if you see an Opponent land next to you and start their Super or Ultra. It's about the player finding the right moments in battle to execute their attacks.
Note that Server Lag / Latency is something completely separate and hopefully they do resolve that (as promised with 2.0).