Difficulty is "not a problem" in terms of "getting it right" as in being like past FF modes in your eyes. But how many people do consider it a problem? Telling them they are simply wrong about what is enjoyable is not really a good strategy for securing a fanbase. Yes, some people don't enjoy the game if it doesn't stress test their skill and teamwork. Yes, there is matchmaking now, a very large change, and the unorganized masses will never have it together like a team of people who don't need matchmaking because they have each other. How do you escape having to pick one group over the other with your design? Options.
I mostly like the difficulty level right now in terms of how hard it is to kill things (except for soldiers cheap invulnerable teleport escape), and would probably get bored with easier. Matchmaking will always be a crapshoot for teamwork and people actually using REQs, which is where a lot of the fun comes in, and that won't be helped if it's easy enough that people can completely get away with using only loadouts. However, I still have the sensibility to know that with so many people thinking it is way too hard, you aren't going to make the situation better just by telling them to git gud.
Options gives them training wheels to practice and they may scale up challenge when they develop skills and awareness. This would not only keep them out of more difficult matches so that those have higher quality teamwork, but would eventually add more people to that skilled pool rather than drive them away or generate a call to nerf the mode. Not being exactly what FF has always been is beside the point if what you are considering is options rather than changing the whole thing for everyone.