One of the biggest and most common complaints I hear from both new players and veterans alike in XIV is that the gameplay takes forever to get fun. Whether it's someone going through the story for the first time, someone leveling a new job, or a higher level player synced to low level combat, it seems like almost no one enjoys the low level experience in XIV. Everyone who has played through to endgame has experienced the frustration of queueing for leveling roulette and getting something like Sastasha or Tam-tara and losing 80% of what makes your job fun to play.
Yet every expansion, the devs somehow see fit to make low level gameplay even more excruciating by pruning abilities from the lower levels so that new abilities can be added to the new levels brought in by an expansion. We're currently at a point where jobs learn close to half of all their actions after level 50, which is DOZENS of hours into the game's main story.
People literally quit the game because they can't stomach the slow and boring low levels, and it's honestly hard to recommend the game to new people when you basically are forced to tell them "yeah the combat doesn't get interesting until 50-100 hours in". SE's position on this seems to be "if you want to skip the low levels then buy a jump potion on the store", but the problem with this is that if someone is not enjoying a game, why would they drop another 25-50 bucks on it just on the hope that it gets more fun?
Every expansion the issue seems to get worse because of job redesigns. Even getting synced to level 50 is now extremely painful because you're losing up to half your job's kit, and there's lots of roulettes with level 50 content in them. Monk at 50 for example only has 8 total rotational actions that they'll use on a single-target boss fight, barely more than half of what Monk had at level 50 in ARR 2.0.
This isn't just a minor annoyance for veteran players, this literally affects Square Enix's bottom line because new players actually quit over the boring early combat.
I really think the devs should strongly consider a reshuffling of abilities so that much more of every job's toolkit is unlocked at earlier levels. I'm not suggesting that a whole job should be unlocked at level 10 or anything, but any amount of increase to the rate of skill unlocks would only help at this point.
I understand the need to have new abilities in an expansion while also keeping the number of buttons about the same to constrain complexity, but I don't think it's necessary for every single expansion to have 3-5 new skill/trait unlocks exclusively for the new level cap. Players don't need a big stack of new skills to be motivated to level up, they're going to do that anyway just to do the MSQ and get to endgame content. While it makes sense to have a "capstone" ability at the max level or something, simply filling up all the high levels with new skills is only serving to make the low level experience worse and worse.
Rather than increasing the pace of new skills as you increase in level, I think you should get most of them in the low levels and the pace should slow down as you approach the level cap. The excitement of getting a new skill for the first time wears off quickly, but the boredom of being synced to low level content is something players have to deal with every day. I think more people would appreciate having their regular day-to-day play be more enjoyable at the cost of getting lots and lots of new skills while progressing through the high levels, and it would make the game more palatable for new players too.