Facts aren't insults. If people are being dicks about things, they can be insulting with facts, but point-blank stating that a certain strategy is going to get you killed, or that a group literally is not putting up the damage required to beat enrage, or that somebody is making a few key rotation problems (or just flat-out not pushing buttons every GCD) that are holding them back aren't inherently insults and don't deserve outrage and name calling in return.
It gets awkward when statements of fact are treated like insults, because the game thusfar has been absolutely horrible at teaching people how to play or providing player feedback on its own, so you're either hearing it from other players or you're never being told there's room to grow. The latter isn't good.
Like, I'm happy to go in and wipe for six hours with a bunch of people who are underperforming, but trying. I'm also likely to point out if hard enrage is going to be an issue, because it would be disrespectful of their time to not let them know. I'm way more blunt to the people I actually raid with, because I know they'll take it in the spirit intended and not personally, but it sounds like even carefully worded factual observations are grounds for insult retaliation? Which can't be right.
I think I understand. You want more stuff to keep you occupied, as well as to hopefully keep more people occupied for longer to keep the game more active more consistently. I'm hooked on XIV right now, but I'm not the right person to consult about this kind of stuff since I don't have much interest at the moment in doing the whole static raiding thing. Personally rather than more extremely difficult content, I'm more interested in seeing more different kinds of content, along the lines of Palace of the Dead. Having that kind of variety available is what makes me want to keep playing.
I honestly find PotD post-180 more stressful than Savage if you're not in a full party. Part of what I like about PotD is that it's set up really well to let people approach it a bunch of different ways and define their own level of challenge; they got to serve multiple audiences with the same content. Getting a clean 180 Behemoth kill two man is still probably one of the most exciting moments I got out of the post-3.4 content cycle.
Which is ultimately where I'd like third difficulty to go--at first only people who want their teeth kicked in, 20 iLevels later people looking for a more moderate challenge, 20 more iLevels later it's fairly easy but can still kill you, etc. The vertical nature of content right now means things go from relevant to basically faceroll as soon as the next tier's out, without much middle ground (A8S still has some teeth to it, but at the same time overgear+echo was an immediate massive difficulty reduction.)