Yes, we know this is a video game. Not sure why that needs to be mentioned. Like any other business product or service, there are significant costs involved that the consumer probably doesn't even think about like payroll, insurances, office space leasing, utilities, supplies and equipment, marketing, etc. Or did you think that games just magically appear in a cost free virtual space with those who make the game volunteering their services and use of their personal supplies/equipment without need for compensation?
Your idea of a huge audience might be a small minority of the total FFXIV player base. You have no way of knowing since you don't personally know every single player.
You honestly think those costly changes were made without some sort of cost/time/benefit analysis being done first? Are you that ignorant of how businesses operate?
I've played WoW since 2007. I also played RIFT for about 3 years and I've dabbled in SWTOR, LoTRO and DDO. Safe to say I'm not new to MMOs.
Growth, as in increasing the active player base or increasing the amount of content available? Most MMOs don't have much growth in the player base after their initial release and growth of content is inevitable because it makes zero sense to remove content that could be keeping players occupied.
Change happens all the time, yes. Companies are trying to figure out ways to keep their customers happy while increasing profits. Most customers aren't happy if they never get anything new, especially if they're being asked to maintain a subscription. Not every change ends up a good change, though.
People will argue over whether the way certain games "evolved" were good or bad for those games. Talk to anyone who was playing Star Wars Galaxies when it "evolved" to add the New Game Experience. Talk to the current WoW player base that is bitterly divided over the current state of the game to the point many are eagerly looking forward to the eventual release of the Classic WoW legacy servers.
You need to make a better case for how your proposed change to the way content is scaled will benefit the game and SE's revenues beyond "me and some others want". As you can already tell, there's considerable opposition from people who are already familiar with how your system has worked in other games or who just don't like the idea for whatever reason.
How do you effectively make someone with a full AoE toolkit deal damage on par with a player that hasn't leveled high enough to get any AoE abilties at all, especially considering the way things get chain pulled? Drop the potency on the AoEs from the typical 100 or so down to 10 so if it hits 10 mobs then it deals roughly the same damage as a low level player will deal using their standard single target attack?
Do you cap potency on all single target abilities at 150 or perhaps even down to 100 depending on what item level sync is being used? At what content level do you start increasing the potencies to bring them more in line with the demand of those higher but still not max level dungeons?
I'm sure SE would love to see the players behind this change presenting their theorycrafting analysis showing how this can work successfully on a job by job and dungeon by dungeon basis.