In all honesty, the dude is actually correct on many accounts,
In reality i doubt it will go back, they already placed this framework, basically saying they give up on the old system.
The truth is the old system worked very well with the rest of the game, the mob design and many other factors. It had some big problems though. But these werent flaws with the system itself, but with some of the execution.
Many people disliked the randomness, they should have eliminated this element, they should have had a base exp gain amount, or given you a little for every action.
having something proc say 1/4th the time meant that in short fights you could get screwed.
Most people didnt understand the system.
Problems that some people have said in this thread are not real problems with the SP system as it was. For example, the idea that your best exp comes from spamming actions is incorrect, you get sp for doing dmg, applying and effect, or for shields, from damage blocked. So, the biggest exploits were mages wanting a lot of people to get damaged, or possibly by trying to put massive debuffs on the mob, but debuffs generally help you kill mobs, also because the amount you get per mob is capped, your goal in general is not to actually hit cap, hitting cap repeatedly means you wasted your time, you be better off killing faster.
basically the enemies you fight were built with the whole system in mind, and allows you to have complex enemies, who are still worth it to fight. In a static system, any monster that can heal itself sucks, monsters with strong dmg abilities suck. Under the old system, people didnt mind monsters healing themselves, more opportunities to hit the cap, mages loved big dmg monsters because they could get more from heals. Fighting a lot of small mobs fast was as worthwhile as fighting large mobs. You could really adapt to many party sizes.
Early on it seemed wierd, but once you understood the system, you began to see, you could fight almost anything if your set up countered the monsters abilities well. You could chain mobs for hours, or you could kill big giant mobs in large groups.
he is right, with the current system the only way to make it worthwhile to fight any mob, is to carefully adjust each monsters sp given with how difficult it is to kill.
If you just go by defense and hp, any monster with a cure is not worthwhile, any monster with a big dmg attack isnt worthwhile, any mob with buffs isnt worthwhile, any mob that applies debuffs isnt worthwhile. (as compared to a mob with similar hp and defense). There is no advantage to holding mobs and doing more actions to them, because you could be attacking a different mob, also your more likely for more people to hit the cap. it was a better system that needed tweaks.
Part of the reason the combat seems stale now, is not because the combat doesnt have the tools, its that people arent fighting mobs that have interesting abilities you have to deal with, because there is no reward.
honestly fixed exp is fail, unless monsters with the same exp are of the same difficulty