So the challenge for SE that is how to deal with job design (and overall game design choices), for said 8.0 according to Yoshi-P, will be to provide a way to make normal content engaging again.
But how can they do it without breaking balance for old content?
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Here is some popular request that we can see among the forums or reddit that I have in head, and the issue that will have to be dealth with :
1) Healers want to heal A LOT (gcd healing mandatory even with OGCD opti) :
-> Probably one of the most challenging stuff to do for SE, because you can just put brutal heal check : in savage / ult it could work, but in the end it'll stays the same with how encounters works in ffxiv : spam gcd during prog, then clean up and gcd only when needed, no need to worry about mana once timeline is set.
SE could use random raidbusters / auto crit but it was already that in ARR/HW
+ for normal content, experienced healers would still find themself damage spam with good OGCD healing use
-> Remowing OGCD healing could force experienced healers to do more gcd healing, but give the feeling of healing like ARR / HW
2) Healers want to have damage rotation :
-> This is a way to make healers more engaging for experienced healers without hurting the game too much and its design (that is based around damages), only issue would be old content, having a few more damages buttons can be easily fine, but actual caster rotation could lead to synched old content being harder
3) Change in encounter design
-> DT is testing stuff, but in the end the game can't become a dynamic hack & slash, it will stays about targetting stuff and watching cast bar / aggro list
4) tank wants to do tank stuff
-> Tank & healers are always touchy roles because in normal content most casuals players will feel pressured by any healing / tank check going on, but SE could sure pump things up a bit for tank in normal content (more tankbuster ? ).
Again, endgame is less of an issue, M6S have been giving a slap on tanks that is enough for the all patch.
5) DPS (and overall dps rotation) should be engaging / give skill expression
-> Some jobs didn't need to be dumbing down that much, but some had deserved easier execution to deal with endgame content.
SE could make dps hard to get a perfect rotation with again, but how to deal with previous (EW) / current encounter design ? Think about TOP if suddently DPS were having do deal with harder rotation.
6) Dungeon design :
Probably easy to do for SE, boss right now with DT are less sleepy, but could still use some twist, and adds in dungeon should be more than just "grab 2 pack, or 1 pack and 1 big add, pop mit, pop burst"
Alright this last one doesn't shows any issue with SE adressing this and overall balance but I wanted to vent, this is the only point where I'm disapointed and don't see why they don't put some extra thinking in it