1) I'll refer you to my first response you quoted just now. I can understand sometimes it can be difficult to relate to people especially when you can't imagine how they reached the conclusions they did but you should try it out. It's a good thought experiment for other things relating to life. The idea of there being two sides to every story and there being truth somewhere in the middle. You can have conflicting ideas but by understanding your opposition you attain a clearer image of truth that is often shrouded in the fog of war of seemingly opposing ideas because there's a bit of truth in both points of view or factors we can agree on.
2) I wouldn't worry about it too much, I very often can misunderstand the central focus of discussions, it is good though to express what you think and feel, what you had to say about dungeons is part of it like I said but not exactly pertaining to the PF part.
Being "bad" in dungeons plays a role in the game not doing a good job of naturally acclimating players to proper competency at levels.
I mean one could also argue you go into a dungeon you've not done in a long time like an Old ARR dungeon/trial that has some weird janky 2.0 mechanics that don't make sense. Or heck you could be a black mage player and your job completely changes depending on what level you're playing and having to re-remember what playing the job at 60 feels like. I mean, is that player "bad" perse - No, but you know it's a very ill-defined and subjective spectrum of your average dungeon run.
The kind of "bad" I'd be referring to wouldn't be someone who makes mistakes or goofs. We're simply not made to be perfect. Or even someone who is being malicious in any way.
Bad be more about lacking job competency and execution for your level when entering higher difficulty content.
In part the base content dungeons or trials, are there for our mass audience of players of differing wants and desires to be shuttled through content, it's not supposed to be difficult. It is however supposed to be challenging enough for players to be engaged and prepare you for the more advanced levels of content.
====TL;DR I go off on a long tangent further explaining my point of view======
Especially a normal trial. Normal Trials sort of showcase some of the things you'll see in Extreme. (sometimes dungeons while being all sort of unique will also showcase things that might happen with trial bosses you'll face later) the issue inherent though is the normal stuff is far too forgiving of mistakes at players' character level it creates a complacency in skills you'd need to acquire to enter the Extreme.
Should you WANT to - to reinforce I'm not talking about the individuals who avoid the content on purpose.
The issue has become - our learning content has become too accommodating of mistakes and doesn't ask enough of players to be competent. So players who do want to join high-end content after reaching max level or just to see what old extremes or old savages were like get hit with this huge skill wall of:
"Oh I actually don't know how to play my job"
or get discombobulated by all the high-end verbiage it's too much to learn all at once and that's fair the game hasn't prepared them for it. (not saying we need call outs for normal content, It's easier to fix the first part through natural gameplay)
And when gamers in general are confronted with drastic spikes in difficulty right away people quit that content before trying. "I guess it's just not for me"
This isn't good for the health of the game because when we end up with expansions like EW that lacking a midcore option sort of created two bubbles of super easy casual content and then super difficult raid content.
By making things too easy we make a small gap EX/Unreals which should be midcorish feel like a canyon to inexperienced players to the extent it's too intimidating for them.
Now obviously having an Eureka/Bozja fixes that but we can't always rely on that the devs are going to have something like that in place every expansion - it's very resource intensive to keep that up. So what do we do in another EW situation? Something has to give.
My and others' suggestions be turning up the heat just a pinch at rates that players wouldn't notice an increase in difficulty but by the time they are max level they've acclimated to a competency rate they can enter spaces of difficulty and be faced with a hurdle not a wall. Nothing super sweaty try hard - just bit by bit making those malmstones. 50 (hard), 60, 70, 80, 90, 100 hit and feel different. Instilling that instinct of competency.
By addressing this issue in a subtle way; we ensure that the game doesn't create a social structure of isolated bubbles but a venn diagram where we can all meet in the middle and have cake/pie.