Maybe this isn't the most exciting of the reveals from the recent Letter from the Producer Live broadcast, but I'm interested in the potential reasoning behind the announced changes to Role actions.

Tanks get increased duration for Rampart and Reprisal.
Melee DPS get a more potent Second Wind, and Feint lasts a bit longer.
Ranged DPS get a more potent Second Wind, and more potent defensive buffs.
Magic DPS gets shorter Swiftcast cooldown, and Addle lasts a bit longer.
Healers get shorter Swiftcast cooldown.

All of this applies specifically to level 90+ content, not the whole game.

While it's really nothing dramatic, I'm wondering what is going to happen at level 90+ that warrants this adjustment. Are enemies going to hit harder, going forward? Was there really something to Yoshi-P's vague allusions to feeling like the game has gotten too easy? Is it less about content challenge, and more about changing job balance and party synergy? Or is it not even about group content at all, and just something to make solo play a bit more smooth?

What's extra puzzling is the state of healing in dungeons these days, especially at higher levels, and extra especially in level 90 Endwalker content. I barely ever need to heal at all, and tanks are practically invincible. And yet, the devs seem to think these role buffs are needed -- not for the content we've seen so far, but specifically for Dawntrail and future content going forward.

But why? Any theories?