Approachability and population would be the main reason for the way FFXIV is designed these days. Speaking as someone whose played since 1.0 FFXIV has never been easier to get into and play without issue. Tutorials out the butt, icons to designate what is important and what is just a quest, SUPER important unlocks being required now instead of optional (Including MSQ and other things). I don't think the game is universally going down as much as people are saying it is.

By making every job viable for Savage and Ultimates they've had to prune many things that made each one unique. They've had to consolidate the burst windows to line up with every other job. They've had to streamline every playstyle to allow movement DPS / HPS / Etc. - every single shield healer has healing burst so they aren't totally screwed. Pure healers have (ST / AoE) DMG reductions and burst shields (usually) too as to not get totally screwed as well.

Basically they've made it so everyone can do anything just fine, and while they still have strengths and weaknesses in GENERAL, they have cop-outs just in case things go south and left high and dry. This is both good and bad, of course. Good because better players can just hit the correct buttons to compensate for bad plays or mistakes. Bad, because then everything plays somewhat similar no matter how unique a job's gimmick tend to be.

Savages and Ultimates should decouple burst windows and sustained DPS / HPS / Etc. from being so 'streamlined' and let classes flourish in their respective fields and let people play fun gimmicks that each job can maintain over the years. It's really lame that jobs keep getting remade or redone just so that it's easier to play and less engaging just so you can mindlessly hit your filler and spender over and over with no variance.