I miss Mao.... :-( ...
The reason we don't get much challenging casual content I think is because the battle engine is really limiting and so makes that kind of content the hardest of all to achieve.
The whole latency and snapshotting mechanism makes fluid paced battle fights almost impossible.
So instead your just left with wrote learning 'stand in the right place ahead of time' , and 'learning' as the the only challenge. Not thinking. Not building up a repetoir of actions.
It's far too bold to expect from CB3, but i think if they had any sense and real ambition they'd seriously consider developing an
"XIV-2" Battle Engine to run alongside and phase into XIV.
Can you imagine if you gave that to casuals to refine and test for you?! (Before handing it to ultimates who will just complain that not all of the jobs work exactly the same)
(Yes, it will require parallel job action designs. You don't have to make all jobs engine 2 ready at once. Pick a tank a healer a raged a melee and a mage.)
Right now WoW it's embarking on scraping add-ons. WoW?! Scrapping add-ons?! Can you imagine?! How incredibly brave.
Maybe it's time to dig yourself out of your hole too CB3, and be brave too.
It's your game engine that has emergently given rise to DDR fights that:
* Need tedious study.
* Even simulators.
* Strategies so complicated you can't help people with discussion alone and note you need selective PFs.
* Fights that can only be hard by requiring people to know the dance before they've even pulled.
It's like natural selection. Because of this the fights will always tend back to what you have now.
But be careful CB3. Wec do not need another diablo, or live action, button mashing brawler. Like Expoedition 33 has proven, and frankly so did FF16 not everyone like pureblood action games. It has to somehow still be FF. It has to be RPG.
It's s shame the current engine is perfect, but for the un-fixable problem of internet latency which is why you then get snapshots etc.
But there are many online games that provide much more low latency task time experiences than XIV, so better is certainly possible.
Maybe it's time to develop a whole new battle engine CB3.
(Just be careful of listening to the theory crafters too much they will suck the fun out everything with their love of spreadsheets and finding the 1 optimal way everyone now needs to play, and that one best job.)
And, to the armchair devs out there, (I could name people now), I haven't said it's easy, I haven't said there aren't big challenges to met, I could start naming them myself now and not finish for weeks or months... I don't want to hear you know for a fact it's authoritatively mathematically (all coding is regular maths still) impossible. It's definitely not. It's just hard, with 100, 000 possibilities to choose the good ones from.