I am very disappointed with the direction they are taking the game in terms of job design vs. fight design difficulty and engagement.

Job design should be THE ONE that is most engaging and has high skill ceiling. This way every player is engaged in gameplay even in casual content or grinding. What they are doing is dumbing down the jobs to levels where you fall asleep in dungeons, while making the savage fights harder and harder with body checks, memory games, one shots and no way of recovery.

I completely stopped doing roulettes as I can't bear the 123 simulator on all melees including tanks, or 111 simulator on healers. Sure, in a very difficult fight like TOP or P12S I still struggle to execute perfect rotation and I am engaged a lot. But that's not enough since I only do this content for 10% of my game time and the rest feels super boring.

From the live letter it seems that they are going even more into that direction, possibly making many jobs just 1112 and oGCD weaving copies of each other. The encounters in turn will have to be really exceptional to compensate...

The other MMO I played, Aion-classic, truly not a good game content wise, but the combat is very engaging.
Every class feels different with unique things it can do and what it can optimize like normal attacks timing, dispel timing, aggro/mana/cc/pet management etc.
Sure, you can just mash your buttons and clear most of PVE content, but if you want - there are so many things to improve in. I really miss that possibility here.