I think that it's important for fights to always offer a degree of skill expression. One of the unique features of melee gameplay is your spatial dependance on the boss' position. On ranged jobs, the only thing that matters is your character's physical position. In a melee job, what matters is your relative position to the boss. So fights become less a temporal sequence of button inputs and you have to think in more visuospatial terms. That's central to the fun.
Positionals expand on this further. It's a similar case to where boss AoEs limit your access to part of the hitbox - the game designers are placing a further constraint on which spatial locations you can attack from. In turn, this may make you adjust the timing of your positionals, or make decisions around burning off a TN use. As you progress through the fight, you refine this further. This is especially important to keep raid progression enjoyable. You could be waiting on someone else to get a mechanic down, but you still have little things that you can improve on in every pull. I'd actually argue that perfect setups where you don't have to miss positionals or lose uptime are less interesting, because there's always that split second extra that you could refine on the timing to get even an extra auto off. If thinking about this sort of gameplay decision doesn't excite you, then you're probably not a melee enjoyer. And that's okay.
There are probably a lot of people who like the idea of being melee in theory but don't like the effort involved. That's fine, there's a job out there for everyone. If you want to play a more-laid back melee range job with high survivability, self-healing, and no positionals, play tank. If you want to relax and not worry about your spatial position relative to the boss, there are plenty of ranged options. If you want to take your time and really think about your next action more deliberately, then you can play a caster job. There are jobs that play at above 50 APM. There are also jobs that play at less than 30. There's something for everyone.
I think this idea of catering every role and every job for every player is a bad idea, because you end up with an insipid game experience that is tolerable for everyone but fun for no-one.


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