That's the thing though, they want to make content more fun and making jobs simpler is the way to do that. Just think of my budget argument because that's 100% how it works. Dungeons and regular content are balanced to be a specific level of target difficulty. They have to factor in job difficulty when reaching this result. They know what they are doing and how hard they are making content. The game is playtested and they know how it feels, they also know how they want it to feel. It's not some mindless approach, games have calculated difficulty and it is something they take into deep consideration.
If you want more difficult regular content than it is currently, the only way to achieve that is by cutting difficulty away from the jobs. Otherwise engagement and therefore financial success goes down. They are cutting away difficulty from the jobs, so it is safe to assume that dungeons and regular content will become more difficult. Harder content will become even more difficult. All encounters will become more difficult with jobs being less difficult. It is the only way to achieve that result when you actually accept reality for what it is and understand the way difficulty is calculated in these games.
That's why from software bosses can be so insanely difficult, because look at the inputs. You have a dodge button, a heal potion button, movement with a joystick, camera fixed to a boss with a toggle button, and 1 attack button unless you want to do more than what is required for success so you can achieve a unique style or feeling. All you need in those games is R1 for attacking though.