FFXIV has a dungeon design that means a healer is either going to be severely overtaxed or... AFKing the healer side of their abilities.
The problem in my opinion... is in the design of the mechanics that effect tanks. They use some tank buster gimmicks that a tank needs a cooldown for, and then a steady stream of incoming damage based around 'slightly above the minimum iLevel expected for the level of the place'.
- A tank is either going to be taking way too much damage from regular attacks, or be near immune to them all.
I'm not exactly sure how this splits up...
I have seen tanks use all their mitigation but still be getting chewed alive way too fast...
I see other tanks fail to use them and basically stand in the fire roasting marshmallows... and putting a hand in a boss's face with a "talk to the hand" moment of immune impunity.
SOMETHING is wrong in that design... Somewhere in there numbers there's a moment where regular damage goes from "OMG, IT BURNS!" to "have we started yet... what is this dragon looking poodle doing on my leg?"
It's not that they need harder dungeons... it's that they need to find that 'moment' where it flips... and smooth things out so that if we do eventually outgear dungeons, it doesn't happen so completely and so suddenly.
Maybe the issue is in how downscaling works when you scale into a lower level dungeon... but it is also present in max level dungeons of a prior patch / lower iLevel...
All of this is basically a very good argument for horizontal progression like that seen in Elder Scrolls or Guild Wars 2. But more so Elder Scrolls - an example of doing it right, as opposed to Guild Wars 2 which is an example of doing it wrong. Elder Scrolls dungeons retain a larger portions of their original challenge as people gear up - so you don't see as many complaints about dungeons being too easy. By contrast Guild Wars 2 used 'gimmicks' to solve for a lack of gear progression, and people just learned the gimmicks and came right back to complaints about no challenge...