Read the OP, started reading some responses. I share your concern on the design perspective. The desire to play with others at your own pace. And when other games/projects are out, attention may be diverted to those.
The thing I thought about for the Ifrit Battle was: the initial company quest is for all players to be able to enjoy and feel the sense of "I defeated Ifrit" (albeit as you said, you're trying to enjoy the cutscene and someone has finished Ifrit before the cutscene ends). Where I see the Hard/Hypermode as a design meant for the folks that would pull out all the stops to win.
It is unfortunate that the balance (animation lock included) of the classes causes archers to leave a bad impression for a fight such as this. Here is hoping that future updates will make all classes more viable in encounters such as this.
This is why I like the idea of jobs where you could level just one class and become a distinguished role without touching the other classes. Closer to the way other MMORPGs may be where you level one character and don't have to level up an alt. Which, with the current design, seems to be the player expectation, especially if either of us say we've been around for a year.