First, I'm going to cover something VERY important in pointing out that WE ALL HAVE BIASES. But regardless of such things, auto-attack IS coming to FFXIV, so we might as well be constructive with the Dev team about our issues with it. To be fair, my biases are that I do not care for FFVII, and outright despise FFX, X-2, XIII, Tales of -Blank- games, formula jRPGs, formula kMMORPGs, almost anything with Atlus' logo on it from the last decade, first-person shooters, WWII games, Star Trek, Dragon Age, racing games and about 70% of anime/manga/manwha/cartoons and comics by any other name. I am absolutely giddy about FFI-VI, XIII, IX, XI, XII, Tactics series, Dune by Frank Herbert, Norse mythology etc, and if I had my way all of the jobs in XIV would be throwbacks to Final Fantasy III and Tactics, while the villains would be androgynous Red Mages bent on ultimate power, and a machine empire with personalities akin to Wheatly and GLaDOS.
With that trinket of honesty in the open and dealt with, it's time to take a crack at the subject at hand...
Auto-Attack: targetting an opponent, beginning a simple command, proceed with beatsticking.
Brief History: After the death of Phantasy Star Online (and the DreamCast) and EverQuest era of MMORPGs, there were 3, all of which feature(d) auto-attack... Ragnarok Online, the most popular MMORPG in the world until Gravity's CEO sold their stock majority around '06-07, FFXI, the precursor to this game, and World of Warcraft (which I think needs no explaination). Chances are if you played RO (like myself) before the end of it's golden age, you'd rather not have auto-attack, most especially any type which involves control over the speed at which auto-attack works.
Pros:
-Better tempo for battling systems
-Gradual damage, always a pleasant addition
Cons:
-Unresponsiveness if trying to effectively kite
-Repetitive (lazy) play- see the rages about Rogue in WoW 1.0 for further details
-Begs combat to fix everything else around to it...
How I think it should be addressed-
Since it is an inevitability, I think the best option is not to do away with auto-attacking, but to instead change it's very nature, as a cheap, effective form of assault which only sees gains in the short run.
The list of features to condition AA:
-Auto-attack should be fast-paced, cheap costing, high tempo play which has no modifiers, pure and simple. The number outputs should be small from a distance but worthwhile enough to anchor the battle between skill usage and movement.
-Auto-attacks should fatigue, meaning that over time they get progressively weaker (beginning at about the 3rd strike, with small chips away at the damage potential hitting a minimum of roughly 20% of normal damage). Fully fatigued AA should have a reset clock of about 12 seconds (1/5th of a minute, is quite a bit of time in well paced combat), this reset clock only runs after the most recent AA. When the AA is not fatigued or only slightly fatigued (less than 7~ blows in), fully moving the player avatar or performing a skill resets the fatigue entirely.
-Auto-attacks should produce TP and have little/no baring on stamina
-Auto-attacks should be STYLISH and have semi-random animations, repetitive AAs make it easy to pass out on the keyboard
-AA should be unaffected by buffs and status effects alike.
-A "choke" on AA, when trying to move, meaning AA loses priority to movement, to maintain smooth gameplay