Most of what you said I agree. Old content definitely does need balanced along with the jobs that perform in them. But SE didn't instill that expectation, and they can also implement things to bring us away from that expectation (ironically one of those being balance!).


What I disagree with is the fact that in our current environment, with both content and caliber of community, the behavior I described--ie pulling when one isn't supposed to or in a role outside of tank in Full Party content, though this would apply just as much in Light Party as well--is disruptive and subject to punishment. And as we know the moderation team is flawed, if someone is somehow gaslighted in a position of doing something they didn't do yet enough people submit reports, that's just stacking Penalty Points unfairly. If people had a clear indicator of who initiated, at least this scenario could be massively circumvented.


In addition, anything in this game could be a catalyst to start fights, but that's not to invalidate the mechanical, utility providing, and collaborative good change can invoke.


Balance however is a huuuuuuuuuge undertaking and such a precise and delicate dance, tipping even a little too far can dramatically effect everything down the line. So long as this game continues to homogenize, I argue that balance will be more difficult to achieve, not less.


Casual content applies to a mass majority of the player base, and as the landscape has changed and players can choose a single player experience, assistance to transition into group content wouldn't be unwelcome. Any mitigation is good mitigation, and added with the mechanical and utility offering points i mentioned above in addition to the various toxicity this could prevent, I'd take a 1 over a 0 if allowed.