The problem is when you frame things into false ultimatums in order to try to force out your next "logical step" towards a conclusion you clearly started from.
Belabor transitive properties all you like; when those steps individually rely on reductivism or conflations, their conclusions are not going to be soundly arrived at.
Yes.Do you or do you not agree that encounter design and healer kits seem to not be designed to work with one another?
WHICH IS NOT, HOWEVER, despite whatever you may imply, AGREEMENT THAT... fight design needs to have its mobility requirements significantly reduced (or even any amount greater than between 'not at all' and 'slightly'). I am just fine with casters and melee both having a deeper fight-specific learning curve for their movement/uptime optimization required, so long as they're compensated accordingly, and I'm just fine with movement optimizations increasing with expansions, provided we just as much toolage as we need to perform them.
I do not want to see those layers of optimization removed from jobs -- neither by homogenizing/fool-proofing their kits in regard to uptime management nor by providing significantly less challenge around which to interact in any given fight; it is perfectly fine for a level span that provides additional mobility tools to also carry additional mobility requirements. Moreover, I don't see how one could call Endwalker a sudden change into "an ARPG" except in obvious hyperbole.
Our agreement goes as far as "The current situation is not good." Beyond that incredibly nebulous point, though, we have largely disagreed:
- on the extent to which it is "not good",
- on all but one reason for why it's "not good", and
- on all but one part of reasonable solutions for the problem.
And those components are important. That we would, for instance, agree that a problem (of some extent, for some reason), on the other hand, is barely a starting point. So just, please, do not pretend that my simply agreeing that "A exists" necessitates your B, C, and D. It doesn't.