Signed up to +1 this. Having read the code linked earlier when I became aware of it months ago, this seems to be a clear design oversight and is very easily resolved without any meaningful negative impact to the game. In fact, it will allow a more flexible design space, as abilities like Hypercharge will not disqualify (or strongly discourage) players in certain regions from using certain jobs in higher end content. It opens up a wider range of options for players all over the world.

As an example, imagine if such a design was in a FPS. In CounterStrike or COD, every time you shot a bullet and the server ACKed, you would have to wait before firing the next one based on your ping.

A player on a low ping could fire more bullets per second than on a high ping! Yet anyone who has played a FPS online will say this is not how it works. It would be unfair. It would be unfun. With some effort, a good player can overcome some disadvantages. But it's night and day once you get to experience both.

That's how FFXIV handles inputs today.