Very good arguments, honestly. I made the same observations and have had the same sentiments since Coil 1 about it and is the reason why I lost interest in the game. When Patch hit, I couldn't be bothered to try new content because of that, lol.
They have slightly rose-tinted nostalgia for FFXI but they do recognize a lot of its failings through its lifetime. It works well as a framing the argument and to show different principles in design.
I don't understand his argument. Is it that mechanics-driven fights are bad because if you can't execute them properly you can't win?
When simplified, yes. It's a little more nuanced than that though.
Battles rely on the mechanics to the point that if you can't cope with it, it doesn't matter how how good you are at your job, you will fail. While having these mechanics is great, it's affected the overall design of the game to a significant degree.
The "Team Jump Rope" explanation is perfect for what the design philosophy is currently. Everyone is jumping the same rope and if you can't get the timing of when the rope is coming, you messed up for everyone, even if all the other members are doing it perfectly. There's no wiggle room and no recovery to win fights in the current system. You mess up a section, it's out of the pool to restart, lol.
That's promoted the attitude of kicking folks that make minor mistakes or if they haven't learned/practice the fight and a result, makes it harder for non-hardcore players to move from the casual or mainstream groups into the hardcore crowd. The other issues they discuss basically combine and exacerbate this.
Yeah that kind of sounds like he wants mechanics to be more lenient or to take a backseat which would just lead to groups brute forcing everything with gear and faceroll.
It feels like someone arguing that they should be able to pass a driving test solely because they got from point A to point B without crashing into anyone despite speeding and ignoring red lights, stop signs, and other rules of the road.
Probably really really for you considering the time you posted but that's not what they're saying. By using mechanics as a driving force for the game, you take an element of player knowledge of their job and class out and it focuses on how well they've learned they deal with a mechanic instead. T4 in Coil 1 is the perfect example of how mechanics can work in a fashion that emphasizes the player's skill and gear.
Where as say the Primals are very mechanics focused with attack rotations and insta-death. Regardless of how well you play or how good your gear is, you can usually get killed by not respecting the mechanics of the fight. Can't dodge Titan's plumes? gonna get blown up and etc.
Basically, they're advocating a design principle that allows players to become more effective as they grow with their job instead of just learning individual tricks for every fight. Simply making a fight strong is one way of thinking of it but it's not the basis of the concept, I think.