I think the core of the issue is in a lot of examples you've listed there were fail states that weren't rewarding to avoid. the problem is the game has taken away a lot of difficult job mechanics that were objectively bad or unfun (like TP!!!) were never given something new and more interesting to manage. A lot of old job mechanics like blood of the dragon or greased lightning were only felt when messing them up and losing your gauge stacks. Keeping them up wasn't super hard and didn't feel that rewarding to do so compared to how bad it felt not to do it. Positionals suffer the same issue because there's such a lack of feedback of when you play jobs correctly. There's no visual or audio clue that tells you if a positional is hit and the damage difference isn't very noticeable until you calculate how much dps was lost over the course of the fight. The game lacks dopamine rewards for playing jobs correctly but has obvious pain points when you don't. The game is also balanced around being an mmo with people of various skill levels and they want to reduce the potential for friction in groups. I don't mind certain things like stance dancing being removed from tanks but i do mind tanks lost an entire gcd combo with the removal of aggro combos and were given no new combos in exchange. I'm convinced this was done to make gunbreaker more attractive in shadowbringers. Thank goodness they changed delirium into an actual combo this expansion because 3 spillers and 1-2-souleater was visually very boring. I empathize with wanting jobs to feel deeper again(rip SB Scholar T_T) but I don't think the game needs to be more punishing, rather it needs to be more rewarding for good players.