There have been many threads recently in General Discussion concerning accessibility issues with PvE VFX. In PvP in general and Frontline in particular, there are specific issues that are currently impairing the mode.
Battle VFX play an important role in the aesthetic impact of any combat mode. However, their primary function should be to communicate information. This is particularly true now that hit detection promotes countering attacks.
In Frontline, many people find that having full VFX creates a visual cacophony that renders the mode unplayable. Unfortunately, reducing VFX to limited removes critical information required for full skill expression.
Specific suggestions:
All LBs and role actions should be visible when using limited VFX. They are the attacks one most needs to see coming.
Limited VFX need a rework so that key attacks do no overwhelm players.
Specific example: Comet (Magical Ranged DPS). As a role action, players need to see this, but the current animation dominates the entire screen. This is complete overkill on limited VFX, particularly given the attack is also telegraphed by standard AoE markers (both friendly and enemy). On limited VFX, all we need are the ground markers.
I leave it to comrades to add other examples.