SpS and SkS are still considered important for optimization, although I'm skeptical as to the benefits, especially when ping and animation locks are taken into consideration (some folks claim to be able to feel a noticeable difference between say 2.45 and 2.50. Meanwhile for me here in the Central US that's a smaller difference than my average ping ...).
Piety and Tenacity are in a weird spot. They never really seem worth actively going for (which is why the materia feel useless) but they seem to need to exist. Imagine a healer Manderville weapon for instance? You gotta pick three stats at the later stages and we're already down to only four picks (you can't choose DH on a EW healer relic), if Piety didn't exist you'd literally be forced to choose Spell Speed even if you didn't (for above reasons) want it!
It's probably because gemming gear is a time-honored tradition in MMORPGs in general (and 2.0 was very clearly imitating WoW to be safe after the disaster that XIV trying to "go its own way" was; you can see this trend even more clearly if you look at 1.0 footage and note differences, for instance in 1.0, consistent with JRPGs your MP didn't zero out on KO. Come 2.0 and it got wiped out on death just as the WoW gold standard calls for).However, I feel like the entire materia system is a nostalgia bait trap that SE fell into with FFXIV that they should have just killed on the onset when they went to 2.0.
Whether gemming gear actually opens the hoped-for options is another kettle of worms; false choice has always been an issue in multiplayer games that try to offer any meaningful build choice.
It generally works for DoH/L because those are solo activities (plus what stats you need for DoH are more or less entirely a function of the rotation you are trying to use - and in particular you CAN have too much Craftsmanship there); similar for a game like Black Desert with its similar lightstones and crystals system (there is little group content and what there is is zergy, we're talking bossfights are basically S-ranks there).
For combat classes, yeah it's a lot iffier due to the group aspect placing much more weight on making best-choices at all times to the point that not-best-choices (even if not clearly off one's rocker) are considered dubious at best and sandbagging at worst; however, healers probably have the most reason for wiggle in this regard (because meme or no, healers do in fact have to adjust more often than any other role).


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