No, it's not easy to do it. It's because you cannot move while activating and being attacked breaks it. That changes encounter design radically. and virtually every instance you see that happen its easy. Leviathan's "activating the elemental converter" is the same way. Or 07's activate the gob medicine; only one person needs to, and then you just run under it. Activating icons makes the player a lot more vulnerable than normal gameplay, and restricts what they can do more. When you have four players, you also cap how many things they can grab at a time. It's the same thing like the gameplay where you need to use a key item on something to weaken it. If you make it too hard, the player often can't use the item in between attacks, which is why they do the reverse more now; you use the key item at the end, not the beginning, and the mobs tend to have long periods of inactivity when you spawn them if they still do it.
As for doing it, they like players to have different mechanics during down time. There's no point to QTE's either; none are particularly hard, but they serve as rest mechanics as well as breaking up the stale dodge-based gameplay. Yojimbo's mechanic is also one of the few mechanics where we have actual story and dialogue in it. Not everything is a challenge or designed to be.
Yeah, other MMOs generally have a much different style of difficulty and progression. Stuff like making the challenge gear acquisition just to get into the instance then huge RNG to get the next set of gear is the norm, not so much the actual mechanics. If they tightened up level sync, they might as well just make this an action game, since that is what it would be.In most MMO's, every patch cycle obsoletes the previous skill set. FFXIV basically acknowledged this is what normally happens and instead "stacked" the skills that are basically the same, and scales them by level/level-sync. But other MMO's also tend to lock you to one class/job, so if you pick healer in another game, you are basically picking the hard/hardest class to level because you do so much less damage and have much less of DPS toolkit, if any. Where as if you pick a DPS class in other MMO's, you usually end up with no self-healing toolkit at all and have to rely on expensive pots. So if you are really good at getting money in the game, it's easy. If you're not, then it's a grind either way.
Like for all the flack FFXIV gets for being easy, it doesn't let you faceroll all the content by acquiring the best gear and no skill, which is what many other MMO's do. "Here's new gear, it makes (easy content) so easy that you 1-hit-ko everything, including the boss."
If they tightened up the ilevel sync to the original release values, it would be more fun when replayed, but it would make gear pointless.
You can go further back than that. They tried the whole "make low level content difficult" thing with Chains of Promathia. It failed pretty badly imo, with Sea being the least occupied endgame area because it simply was too hard for most players to get the story done. People got stuck at many points and never finished it because the bosses were nightmares. So TOAU was the beginning of them moving away from hardcore stuff, and trying to soften difficulty a little. COP was a really divisive expansion when it came out, and TOAU had to fix a lot of what it did; it wound up being too hard and a lot of people never bothered finishing it.The reason they don't make anything strong is because players like you begged for something like SOA in FFXI and SE came out and said it wasn't made for casuals, it was strictly for the elite players.