While I agree SE, the dev team, and the GM team has dropped the ball quite a bit when it comes specifically to PVP in FFXIV, I understand from Yoshi 's point of view that it's an uphill battle. PVP isn't popular amongst the players who play this game. Not because they hate THIS specific PVP, but because they do not like PVP in general. Your standard, everyday, run of the mill player who plays FFXIV isn't doing it for the PVP(minus the exp from a daily roulette), no matter how good it is. They want an easy going, slow paced game where they can do a dungeon or two, farm a fate, do a side quest, RP in a house, etc. So right off the bat you are already pushing funds and dev time into a unpopular game mode. Then there are the issues with this games backbone not made with PVP in mind, they make a large scale mode that's 1v1v1 to step away from the 1v1 but that makes it's own problems, you make a competitive mode on this busted backbone that isn't moderated well and most casuals complain about, then when you put in cool rewards for people who enjoy PVP you get 10+ threads on how people think those rewards shouldn't be locked to pvp, etc.
Then your game blows up, people singing praise left and right, but every article has the same line saying that the PVP is lackluster at best. That's honestly my tin foil hat reason why we are getting as much as mentioned come 6.1. They probably know their PVP isn't great, but with it being unpopular content, it's hard to rationalize money and dev time into it. Though they also know it's one of the bigger points preventing their game from appealing to EVERY type of player, hence why we are getting a new small scale mode and them trying their hands at a PVP season that more games have been adopting for the past few years. Despite this, I personally hold on to some faith(or copium) that Crystal Conflict might be good. You can see a trend between the maps and game modes of Feast and Frontlines of "Let's try this, or this, that didn't work, let's do this" when you compare Onsal to Secure or the Crystal Tower Training Grounds to The Feasting Grounds with usual, not always, improvements along the way. Even from what little we know, we know that they are addressing queue times and role balancing issues by making it role-less, and addressing people complaining about the rewards with a Series Pass while also retaining competitive Season rewards. We'll just have to wait to see how much they have learned from past mistakes and pray for more dev and GM interaction this time around.