Such a huge piece of the challenge in XI and likely XIV was/is likely going to be fighting against awkward mechanics and design rather than legitimate tight tuning. That's whats making me a bit sad.
This is the primary thing people wanted to be fixed up. XI had some great potential hidden in a lot of it's mechanics and world design, but it was really bogged down in it's 90s conventions. It's 2010, expecting better is not a bad thing.
Also, none of us have any experience beyond the very basic of leveling game in XIV. If the (especially early) leveling game is your basis for difficulty or thought process in an MMO, you don't know what you're talking about, period and have likely never partaken in any actual fine tuning of mechanics and values.
XI gets such false praise for having some tough-ass leveling game, it most certainly did not, even back in the stone ages of the title. The main hump was cobbling together a party within the awkward confines and restrictions of the game and the community. If you hit gold and got the proper party configuration quickly and managed to, in some form of miracle, get into a good AND empty zone, you could chain like mad.
Now the vagueness doesn't bother me. Personally I like the world being a bit of a mystery and I like a bit of punishment for sticking my nose where it didn't belong, but that doesn't excuse omitting modern tuning for clunk and timesinks. The genre has made big strives in moving away from second-job styled games, even at high level play.
I think XIV has a great deal of potential, but it's distressing that it's going to be so clunky at launch. No one expects perfection from a launch MMO, but I think everyone can agree this needed at least the extra six months in the oven and more communication with the beta players and development. The genre has moved past Everquest, Square needs to realize that.