I am posting in agreement to the original poster. I play this game as something to enjoy/relax after work, but starting with the first Trial (Valigarmande I think it was called) and onward anything involving a group has been more frustrating than enjoyable. I've had points where I failed multiple times trying to just get through to enjoy the story. I understand there was an extremely vocal minority that was complaining it was "too easy." I call them a vocal minority because from my experience if you queue up for trials / raids for anything that is Stormblood or later you will see a good number of people wiping to supposedly "too-easy" mechanics, which is an indicator to me difficulty was already high enough. This is not me trying to invalidate the opinion of those who did ask for higher difficulty, but merely using observation from my experiences to determine logical incorrectness in their statement of "too easy."
"Get good" does not always work and is not a valid response in all cases, there are literally past mechanics from older expansions I continue to have problems with even after encountering them at least 20 times, and I don't foresee practice making any difference on these. These are some examples of mechanics I will never be able to "get good" at:
1. Zodiark "Astral Eclipse" from Endwalker.
2. The Neir raid fight with the black and white blocks
3. Ultima the high seraph has some weird off-screen mechanic that kills me and I never see where it comes from.
4. Tower of Zot's Sanduruva, specifically Manusya Confuse. I'm on the autism spectrum, and have some difficulty picking up body language and facial expressions. The differences in the poses are too subtle for me to pick up and process this mechanic. To me they all just look the same. I'm unable to do this mechanic on my own, and have to follow the trust NPC's or follow a player and hope they run to the right spot.
What I ponder is since they seem to have caved into the demand for more difficulty, how much bigger is this red list going to get?
If the difficulty of a dungeon or raid is too easy then at best the "hurt me more" folks go into autopilot mode, and at worst they find it boring and won't like doing that particular raid or dungeon. If the difficulty is too high on the other hand then the "chill" folks will find it makes the game frustrating at best, or if it's an MSQ piece and required it becomes a brick wall at worst and makes the game feel unbeatable, to a point they feel they may as well quit since they cannot progress. The difference here is that in the case of too easy the "hurt me more" folks can finish it and be done with it then eventually move onto their extremes/ultimates where they will be hurt more from mechanics and difficulty. But the "chill" folks hitting a brick wall in MSQ trials/dungeons literally aren't going to complete the game, and quit.