IMO housing would have been problematic long run even without personal housing having been introduced; people would have presumably settled on the same small-FC shenanigans that are in fact currently employed for what is often effectively a personal house, and even when it isn't, it's still a massive damper on the care and keeping of middling to large FCs (because of the lack of scaling of FC level resources with membership, and the fact that realistically house decorating is almost always a one or two person job whatever the FC's size, there has been perennially a tendency for FCs to spall off foursomes of friends who then go and form a separate FC for housing/resources purposes. A larger amount of land available to FCs would of course only exacerbate this).
At least you don't need FC house and airship access as a practical requirement to visit the Diadem anymore, so that's something.
In the case of the class design thing I expect a fair amount has to do with the limitations of input devices and the sheer number of buttons some classes have had (SAM for instance had literally over thirty essential keybinds last time I looked at the job, during Shadowbringers).The problem with the MMO to RPG is really in it's direction. The game is pushing more accessibility to things such as savage, which is content that many players choose not to do for what ever reason. Making this content more accessible isn't doing anything but making job design and raid design suffer. There is nothing wrong with having a high skill ceiling, most of the most popular games have it. That skill ceiling also does not have to affect everyone in all content either.
I know they are currently focusing on correcting the housing lottery system, but I am eager to hear what they have to say about some of these concerns specifically with class design.
As for accessibility of content, it's a careful balancing act in an MMO because of how rewards impact further play (something which is less an issue in traditional RPGs because in trad RPGs superbosses tend to yield a lot less in terms of actual power upgrades: you get the best gear in order to prepare yourself to fight top end enemies, not afterwards!). I feel XIV does it better than most (WoW is a train wreck partly exactly because of this situation: the skill ceiling actually DOES affect everyone in all content, because there are reasons for Keystone Masters and Mythic Raiders to visit lower tier content, and then the players who that content is targeted at, who are trying to stay in their lane, are then forced off the road by that competition), but there are still some points of contention in which doing or not doing Savage impacts others in other content (in particular, some EX trials, especially odd patch ones where it's not uncommon for PF to ask for 5 ilvl below the tier cap which can at that point only be attained by having several Savage pieces, effectively locking out those players who have chosen not to do the latter content and regard EX as their limit).