A player overlevels the story only on their first job that they take through it, and that’s due to the developers buffing the experience from the MSQ and from the dungeons that they participate in below the current expansion—plus 2.x and 3.x give EXP now. It’s even worse if you do Leveling Roulette consistently and all the sidequests (my alt reached level 60 on her BRD before she even finished 2.x). However, for people that level other jobs, they don’t have the MSQ/story to over-level—my original point with them having options in the form of dungeons catered to their leveling bracket still stands.
It may take less time now, what with the experience buffs and things like FC buffs, Road to 60, the Brand New Ring, the Ala Mhigan Earrings, and the Friendship Circlet, but the options are still there. That hasn’t changed; all that’s changed is “Well, now I only need to run Cutter’s Cry 5 times to reach level 41 for Stone Vigil as opposed to 8”, to give an example.
It’s not so much about making them harder, but making them not fall over; stop nerfing them. When I first started back at the tail end of 3.0/start of 3.1, people still did the bubble mechanic in Sastasha for the final boss. Now? You burn him. He dies before the adds even have a chance to spawn.
Some jobs it does suck to not have AOEs at a lower level—some of these could be rectified by either implanting the skills at a lower level (like what they did with Total Eclipse—that’s new to SB), or lowering the level in which you acquire them (AST should get Gravity at level 45 at the earliest because that’s when WHM gets Holy; SCH learns Miasma II at level 40~45 - somewhere around there; I know before it was level 42, but I think they changed it with SB and it’s a job reward now(?) - so it would be in line with them as well).
For PLDs, they could even give them Total Eclipse at level 15 to balance out with WAR and DRK, both of whom have AOE abilities at that level (Overpower and Unleash).
However, if they were to implement that change now, there would still probably be balance issues with the baby dungeons due to a combination of nerfs and the fact that the dungeons were not designed initially with these types of abilities in mind. SE has said in the past that they don’t like going back and fixing “old content” (see: Main Scenario and their lazy “fix” with it, or scaling ARR/HW Hunts ot level 70 so they aren’t just zerged down), so it’s doubtful that they would fix it in the first place.
Which brings me back to the first point I ever made in this thread: it would be a balance nightmare to give level 70 players their full level 70 rotation. Again, consider a level 70 BRD or DRG or SAM against a level 15 GLA or MRD.
Based from complaints I’ve seen, the two examples I suggested would be addressed before something like this. If we want to go by “popularity”. This is not something I’ve ever seen a lot of people ask for—compared to the mess Eureka and PvP are.You're not wrong, but the value of the change is subjective. Players that want the change will continue to ask for it. If the suggestion isn't popular enough then Square won't allocate any resources for it.