Could you speak about your process on designing for accessibility? Fight design has been highly inconsistent on accessibility, to the frustration of disabled players.
Let's take an easily understood topic of visual clarity for examples.
Eden's Promise: Anamorphosis initially appears to be colorblind-friendly, with different particle effects and sounds to distinguish elemental attacks without color. Yet the Turn of the Heavens mechanic spawns elemental Haloes that are only distinguishable by color, leaving red-blue colorblind players unable to solve the mechanic on their own. (And the colorblind modes don't always help.) From a player perspective, it is unclear why one mechanic is accessible and another is not within the same fight.
We have also had severe lack of contrast in some fight designs, notably The Dead Ends, Asphodelos: The Third Circle, and Eden's Verse: Furor. Colorblind modes have little effect on contrast, and low contrast is not just a barrier to visually impaired players - it also affects motor impaired players who compensate for their impairment by processing mechanics cues faster. (Low contrast cues are significantly slower to process, as they must be done in central vision rather than peripheral vision and this forces extra eye movement.) Even for able-bodied players, these fights are "eyesores" in the literal sense, producing visual strain. Yet Mt. Gulg had adjusted telegraph colors to maintain contrast without compromising the lore fit of the location. The original Ifrit and Garuda fights have dark floors that contrast their light-colored mechanic animations. Could we not have gotten a burnt-black floor for Asphodelos: The Third Circle?
It is hard to believe that there is a consistent process for accessible design in place when many of these issues might be caught by visual concept review of each fight, before any models or animations are moved beyond the concept stage.