There are strong arguments for both sides of the debate as well, with their counterpoints to match but I still throw my chips in with the level-sync advocates.
Strong Argument for level-sync:
Admittedly, the strongest argument that I've noticed so far against level sync is the counterpoint to the above argument.SE has started to charge for subscriptions. Many old players have left as the game is self admittedly still not up to even SE's standards. Those who have stayed are of a high level and are clamoring for more endgame content. New players who are just signing on to explore the world pre 2.0 are welcomed to a barren low level environment. There is lack of a carrot so to speak. This is especially true if they start in one of the satellite cities like Gridania or Limsa Lominsa. Group cohesion and general comradery are almost non-existant when players begin the game. These players are left with a bad and inaccurate impression of XIV and may never come back to give 2.0 a second chance.
If SE is going to charge for subscriptions they should begin to focus on more possibilities to retain new players. A lot of people are clamoring for a new MMO and XIV is high up on a lot of people's list despite it's initial launch. Having level sync during the paid subscription period would help retain new players by taking advantage of the game's entire playerbase, which is abysmally low due to shedding subscriptions waiting on 2.0, bad press, and the lack of a hook from the beginning of the game.
Current players could still invite their friends who haven't quite made the leap yet, and provide a tour of what XIV could be without them telling their friends "Well you're on your own until 40." Instead of holding their hands the whole way through, they can journey with them side by side as equal comrades. Beginners who just got started and got a handle on the search party feature could mingle with players of all levels and still overcome challenges with a group even if they don't have a friend already playing the game. This also wouldn't require them to choose "the right server" as they'd be more likely to come across at least someone capable of playing with them.
As strong as this argument may be, it still isn't compelling enough to keep level sync out of the game permanently. It's also of my own opinion that 2.0 needs to ship with level sync in place so that the influx of subscribers are used to it being there as a key component to the game and players are less enamored with exploiting a new feature later on down the road.SE is absolutely floored with implementing features and keeping their current playerbase amused. They've already skimped on charging the full amount for a subscription fee and implementing level-sync is not only absent from the "Road to 2.0" but by extension would be detracting from development resources. We've heard the "They have different teams" argument before. In this particular case, the player base and the develop team has a set and defined path to the future and it's written in the "Road to 2.0" pdf. Anything that isn't included in that roadmap would, by objective evidence, be detracting resources (i.e. time) from whatever team is in charge of such things, not to mention level sync effects multiple teams; off the top of my head: UI, Battle, and Tutorial teams.
It has already been determined that level sync will be implemented in V 2.0. Despite SE charging for subscriptions they really need to stick to their promises before they can regain our trust. This concept can be quoted from Naoki Yoshida himself in some media interviews he made when it was confirmed he was going to be the new producer.
SE needs to stay the course, because if they don't regain trust, V 2.0 will be all for naught.
Level sync can wait, because it has to.
I could make supporting arguments as to why it should have been in there from the start but a lot of things should have been in there from the start.


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