It seems like the increase of difficulty within normal content has sparked some controversy for some reason? I think the implementation of harder and more unique mechanics in battle content is highly welcome and helps spice this game up a little bit. Especially in Endwalker, raids for example felt like a watered down "free trial" version of what they are supposed to be compared to savage. And yes while no one is expecting normal content to be nearly as difficult as savage, I felt like Endwalker was so neutered down (and Shadowbringers too to some degree), that it ended up hurting the encounter design on a casual level.
It is especially astonishing to see people complain about the raid difficulty in the very first week. We will be stuck with every raid tier for around 6-8 months, plenty of time to learn the fights and get better. But if someone complains a single day into the raid tier, that just shows their sheer unwillingness to learn, improve and engage with the games mechanics at a fundamental level.
And for dungeons, I think they should keep this difficulty coming. In Endwalker healers were so redundant, that tanks had 0 issues keeping the entire party alive (yes that includes Dark Knight) thanks to the absolutely pathetic damage output from trash and bosses. At this point ARR dungeons are harder to heal/tank than endwalker dungeons. Especially the more hardcore crowd are forced to run these dungeons to farm tomes for savage with barely any alternatives. Dungeons like Alzadaal's legacy and the Aetherfont from Endwalker were so mind numbingly boring that I'd rather farm tomes through POTD solo attempts. Even Yoshida admitted that he fell asleep during dungeons in Endwalker. Who can blame him? There is only so many basic stack/spread markers someone can take over running the same dungeons for months before going absolutely insane.