Lower levels have been the same for years. With the exception of some cherry picked dungeons they've updated to make them less tedious such as Toto Rak, Copperbell Mines, Keeper of the Lake, etc. The only reason why lower level get worse, is due to player mentality. It has nothing to do with the lower level content. You are also not forced to run any of these instances. You are choosing to run them.
No we're not. You the player might be at a breaking point, but the game sure isn't. The threshold for buttons to push is not constricted to controller users as many would have you believe. This limit is based on a number that is sensible for players to have. Some jobs have been suffering to having a high APM since HW, and perhaps even ARR but my time in this game does not go back that far. This is not a turn based game. For a single player game, having a high number of available abilities is one method that counteracts the turn based style of combat so you have to think more about which ability to use, and when. For a game like FFXIV, it's more about a song and dance that has you learn a fixed rotation, and try to keep it going alongside doing mechanics that try to break this rotation.We're at a breaking point, and we can't really stretch these rotations any further than they are. If Yoshi really expects to keep with the 30 button cap, then we'll just be adding new modifiers to our existing abilities. XIV is now trying to do what other Themepark MMOs have previously hit and failed to push past with the same method, we're at the great Themepark Firewall.
Are you kidding? Could you imagine giving AST Macrocosmos at the earliest possible level. I already call it "Busted-Cosmos" for lv90 content. The ability quite literally erases damage incurred by players wither it is unavoidable or avoidable. How about giving WAR Bloodwhetting early on? Again, healers already don't have to worry about WAR much in lv90 content. In a dungeon like Qarn though, healers are going to have to use GCD heals to keep the tank up. For healers and tank, I would say content is more fun early on when they have fewer tools to accomplish their primary duties. In latter levels, we need constant damage going out in order to keep us engaged.What exactly is there to balance for Tanks and Healers, it's not like they do anything different. WoW has already fixed this issue by scaling the mobs up to each individual player, so the potency is relative. Then if you're really afraid of showing cool spells because it might seem spoilery, then hide or change the visual for anyone that hasn't reached that tier yet.