I agree with this. The combat system in xi right now still trumps ARR in terms of depth, strategy and challenge involved imo
I never want to see in-combat gearswaps ever again.
You include the qualifier "right now" so maybe mechanics have changed since I quit XI (right at level cap increase past 75), but I played a lot of jobs at 75, and played several of them very well, and I can say from years of experience that XI's combat system was heavy on math (as in, it boiled down to skill ranks/stat numbers), heavy on planning, heavy on macros, heavy on general game mechanics understanding, and very light on anything else. I do not consider writing a bunch of gearswap macros to make your Tachi: Gekko or Asuran Fists or ancient magic hit for 4 digit numbers to be deep combat. I don't consider knowing how to sac pull Dynamis or rotate Utsusemi to blink tank to be strategic (entertaining as it was). Knowing how to SATA a tank is only challenging if the party doesn't know how SATAing works, and I don't consider maintaining a refresh or haste cycle to be challenging (despite how many people couldn't actually do such a simple task).
Honestly, XI's combat was very simple. Most (not all) "challenge" in XI was simply understanding basic party mechanics and knowing how to get the most out of its clunky UI. Very little of XI's combat would be hard to understand and master in short order, given the player was paying attention and was appropriately stat'ed. I never played PUP at cap but I think being good at PUP was probably the closest thing XI's battle system had to something worth bragging about. Most (not all) of the "strategy" in XI was knowing how to learn from wipes and memorize information about an enemy. Most (not all) of the "depth" in XI was because roles were so tightly defined, party makeup and synergy was important and this colored the entire game (in a good way, mind you--despite all this I'm saying that might sound negative, I played XI for years and enjoyed it).
What XI had going for it was strong party-based synergy which made battles feel like they meant something (even if you were just killing crabs for hours). Putting together an exp party and seeing the chains tick as your party mowed things down like a well oiled machine--that was pretty awesome! But it wasn't because the battle system was deep or challenging, it was because you had a party of people who weren't oblivious to how the mechanics work.
Endgame content was largely the same. Because leveling with any kind of semi-reasonable pace meant you were leveling in a party, and because some things were level capped, the gap between grinding and "content" was small, so the leap was easy for most players--knowing "how to play" consisted mostly of knowing how to use your job effectively with the rest of your party, which you'd already know how to do from leveling. (As an aside, this is precisely why the whole rift among players regarding powerleveling exists, and why anti-PL faction had some ground to stand on in XI.) The only major change, generally, was alliance rather than party. Information and group experience were king in XI, and margin of allowable error was never very large.
The combat and class system in XIV1.x, by comparison, was way less synergy-based (no skillchains, etc.). What synergy there was came more from cross-class skills, and as a result, the emphasis for learning was on the individual to master his or her class(es) while ignoring the rest of the party, rather than on the party to be built with a particular group synergy in mind or to have a good understanding of the capabilities or roles of other members. Even when jobs were released, this still was an issue in 1.x. As a result of this and monster balance in general, fighting anything that wasn't boss-tier in 1.x felt very inconsequential. (As an aside, this is also why the anti-PL faction in XIV is a bunch of (probably jealous) morons, because in XIV how you play at level cap had very little to do with how you play a class while leveling.)
Information was still important in 1.x, but since knowing "how to play" was more about knowing how to do your own thing in your own bubble (how to do personal combo rotations, etc.), there is, to me and some other people, less of that feeling of cooperative accomplishment that XI captured very well. Margin of allowable error was also very large while leveling up in 1.x, which created a very tall hurdle at endgame because leveling up didn't really teach you anything about how to fight more challenging enemies (either for yourself on your own class, or for party mechanics). When suddenly those margins tightened up and you could die to things in one hit (and thanks to lag, not even know when or where you messed up), or one slip-up could cost your whole team a speedrun, one must question why the leveling grind, traversed by felling thousands of smallfry enemies, exists in the first place.
I think XIV's battle system (what we know of 1.x and what we've seen of 2.0) still had just as much depth to it as XI's. That is to say, not a terrible lot, so if you think ARR's combat has even fewer redeeming qualities, little flags go up in my mind. I think what 1.x lacked in the group synergy department (and 2.0 seems to be, as far as leveling goes), it makes up for in battle pacing and much more demanding individual skill ceilings.
That said, downing hard mode Darnus was the most fun week I had in an MMO probably since finally clearing vanilla WoW Naxxramas just in time for TBC years ago, and I hope 2.0 can deliver similar experiences. I just hope that however it turns out, they don't forget that the reason people like me play MMOs (and, in fact, I'd argue, what makes an MMO worth playing at all outside of PvP) is for experiencing those cooperative accomplishments. I'm not asking for Absolute Virtue or anything, but I want the battles to feel like the mean something--but this can be done regardless of how the actual battle system is compared to another games', as evidenced by hardmode Darnus (and Garuda to an extent, but Garuda was much more of a gearcheck fight than Darnus was).
Not enough is known about 2.0's full scale battle system and eventual content for the alpha to be a good indication of what the team is capable of, just like no one I know really expected something as engaging as hardmode Darnus to show up in 1.x. For all we know (unless they've stated otherwise and I haven't seen it), monsters may be toned down for the sake of alpha testing (burst combat, higher respawn rate, encourages more moving around, stresses server more) and it'll feel less faceroll at launch. However, I guess I do share(?) the sentiment that I'd prefer all combat to more consistently feel like it has meat on its bones, rather than anything that isn't boss-tier to be like snacking on celery, and if anything I think this has more to do with content design than it does with battle system in particular. I hope we see more improvements in group synergy in 2.0 and I will be OK with the fact that soloing for exp is WoW-tier as long as there is solid group content.