I have made a suggestion before around the idea of having hall of the novice be mixed in with guilds to form an arena where you learn your jobs level by level (giving bonus xp or other rewards such as artefact gear). This is to counteract players not reading their toolkits and playing the job in an 'unintended' way, which brings my own primary concern of it leading towards the homogenised changes we have now with current jobs and the fear of it becoming even worse due to noticeable amount of players not doing basic functions, which then impacts players who don't want these drastic homogenizing changes. Thus, to lay a foundation for people to learn whilst actually giving the "right" level of focus/changes towards the jobs.

Now with many new players coming in and also trying to learn mechanics, toolkit, weaving etc. I can see that the game doesn't provide clear communicative support in teaching players. Guildleves aren't likely sth a new player notices and picks up I would believe, thus ends up being a redundant system, nor does it clearly teach you anything other than here is enemy > go kill enemy > done. There is no text of how there is snapshotting involved, no text of when to use abilities nor no text of how to weave, which is the main function of 14's combat as you already know, making it distinct from other MMO games.

This is then where it does become an issue not for the game itself but the competition against other games, if that is the purpose we are going for since the game's wide level of success.

Why do I bring up competition around this topic?
well observing two MMO's one being a past leading title (WoW) and the other which is upcoming (Lost Ark), they have clear communication on how their jobs work as well as some basic foundation on teaching the in game mechanics.

WE as a game, can take it further by going for a simple training mode, that teaches the basics of in game mechanics, and play testing a job at 50 (for ARR with future expansions max level being able to be play tested when you arrive in those areas) to get a feel of it. To be able to change jobs and play test them, you would have to acquire them from their respective guild, still keeping in the same functionality we have of acquiring jobs.

The old exploration and levelling will still be there, where players will gradually learn how their skills work (even more so with a training mode too) but with MSQ encounters before our first actual dungeon, players will most likely spam the ability they think best to advance through MSQ asap, which the mentality would likely stick during a dungeon run.

Since there are already systems included to help with players learning be it PotD or Levequests etc, adding another learning system would be a benefit and not a net negative, since it accumulates the level of learning due to the repeated mechanics/toolkit/combat involved and becoming part of their muscle memory.