I felt like 5.55 was the last straw for me.
I get it, you want people to be able to progress MSQ at a steady pace. But I'd take more content that was closer to a middle-ground between casual and hardcore that wasn't another extreme trial over these unique solo duties any freaking day.
I want the option to do MSQ as a group. If I wanted to play a solo RPG I'd play any other offline RPG I can have. Specially considering their solo exp isn't held back by being a MMO and needing "accessibility" that strips the solo part from all little depth it could have.
I'd rather play an offline version of XIV, with all the good stuff they took away in ShB or Stormblood for sake of homogenizing jobs in a role or making things less complex.
My point is, if you're gonna keep "streamlining" (to put it nicely) the mechanics so much, at the very least stop making excuses to prioritize these watered down offline FF portions over more middle-ground-level dungeons and duties. The simple and repetitive nature of the combat and complete absence of prep (which has been and still is half the "battle" in single player japanese RPGs) makes the solo content either non-threatening or just awkward.
I'm sure someone will say "but Bozja". Bozja doesn't count for the sheer fact outside the warzone grind it has ALLIANCE-like raids, which going by recent interviews are designed so players can be carried by the few. Which means yet again designed for the casual base.
EDIT: Just to clarify a bit.
Everytime someone compares this to an "sp FF first, MMO second". I have to laugh.
Even in the easiest of FFs, party setup is important. XIV gradually threw that away since ARR.
Trusts are no "party member" replacement. They can't be touched by you unless you feel content by just changing their attire (to a grand total of one alternative costume). You have 0 control over them. You can't give them orders. You can't make them AoE more or less. They're, at best, "boss mechanics teachers" and nothing more.
Dungeons in most SP rpgs aren't all just hallways with a different wall decoration and the exact same formula of trash and bosses. ARR actually had it right in that many dungeons had their own "gimmick" no matter how small and you had optional dead-ends to explore for treasure or lore bits, or even times when it was more convenient to avoid fighting. But because this is a MMO first and foremost, the newer dungeons had to throw that away so duty roulettes didn't "drag".
This is not a different game to traditional MMOs. That's such a widespread nonsense. It's very much like most modern MMOs.