I don't like guides too much tbh.
The question is, what do you want to learn? How to play a situation perfectly or how to play a situation according to the teams capability? The way PvP is designed now, it is extremely punishing for one bad press of a button, you could be dead, and if you don't press you could still be dead just 2s later. So if you attempt to play it perfectly, you might not have the HP for it and your team might not have the time or awareness to react to it, because they are thinking about something else - the kinda meta gameplay that they are comfortable with, because they have done that for a few seasons now.
And in a sense it will be a self-fulling prophecy, as more people play according to those strategies, no matter if they are actually better or not.
But that is ranked play, even if you have great ideas, you have to dumb down or change your playstyle to play like your team plays. Especially now that the skill ceiling is so low, where I would lose more games in casual than crystal queue, you have to play like your teammates play. If they play bad, you have to play bad too, it will be better than dreaming about something better, because there is a higher chance you end up killing something at least then.
If I have to pick two things, its people being afraid to chase someone down to get a kill, because someone probably told them chasing is bad. It is often, but not rarely it is actually good.
And the other thing is AST, SAM, NIN LB probably, people don't see the buffs and either do not retreat when the enemy team has 30% dmg buff, attack the samurai with his LB up, or do not heal over 50% even with full MP. Often these mistakes cost the whole game - because someone doesn't want to leave the crystal for 10seconds.

If skill and awareness really should matter again, then developers need to split skills from cc/effects/chains etc. - it can't be that my mitigation skill is my best offensive skill, is my best crowdcontrol skill, is my best support skill. I can't even fill half of the crosshotbar in PvP, there aren't enough skills. Most jobs just have 7 job specific buttons. In PvE we can have like 3-4 times as much while playing ultimate...Are PvP player brains too small to press 4-5 more buttons, is it really too hard to balance? Do we really need to introduce new max level PvE skills every expansion for PvP? Why?

And they need to make sure that reaction time matters again, that I can press purify and recuperate and actually heal myself, before the 2nd GCD from the enemy lands on me, but due to hit detection being delayed now, I get stunned later, I purify later, I recuperate later - while they are gonna press a 2nd skill that is one of those that doesn't have a big delay and hit me before the heal registers.