I'll give a simplified take. The fight and job design is flawed and not engaging

The game is so much against traditional MMO mechanics, and forces everyone to dps and play dodge dodge revolution. That I have not done anything above an extreme on release.

I want a game where healers' duty is to heal, and dps when they have time, not because they have to
I want a game where tanks are tanks, they guide the flow of battle, kite the bosses, position them right and swap etc
I want a game where dps have variety, unique mechanics that also help the battle in various ways
I want jobs to have varied unique flavored mechanics / talents / abilities that can be used for flavor and usefully in the open world as well

But I don't think it's possible with the current designers in the team, they don't want you to have a game like that. They want a streamlined soup of same, I am a 100% sure that the new people in the team have never played an MMO and are designing the game from a basis of "What is the most approachable for the general audience" which drives away the MMO crowd which this game is supposed to be catering to. Even ultracasuals are bored, I can guarantee you.