As a casual player who has never tried a raid/trial/whatever, dabbles in a little PvP, does some random dungeons a few times a week, I don't think ZoS has really sold well who these changes are meant to help.
The content that is not casual or poor-player friendly is the high-end difficult content. It's not the solo experience, for sure, or the random normal dungeons, or the cyrodil pvp zergs. New or bad players can fuddle their way through these things and still do well enough or get carried.
And I imagine all the number tweaking ZoS can do will not notably help the players who would always struggle to contribute meaningfully to difficult content.
So... if you're a dev wanting players to experience the cool things you built, what do you do?
- Maybe create more difficulty levels? A "story-mode" difficulty for people who just want to experience the dungeon/trial and its story where mechanics and boss health are tuned way down (as well as the rewards proportionately), for example. As well as creating another tier in the other direction of "mythic" difficulty or some other epic word beyond "hard mode".
- And for this theoretical "story-mode" difficulty, maybe put it in the group-finder? So randoms could queue for it and experience all aspects of the game without having to submit an acceptable parse to a raiding guild or whatever is required?
IMO, that would be a much easier and better accepted way of providing access to new or poor players.
Better than rolling out changes that basically say "we're making your character weaker in almost every way for the good of the game." You should be wanting the old content to age gracefully and be solo-able and easier than the newer content. That's part of the reward of investing in an MMO. Stick around long enough and accumulate enough experience and amazing gear, and you can feel powerful in the older stuff. And as the power creep goes up, things you couldn't do before open up to you, and slowly you can access more and more achievements due to that power creep.
Also... I would suggest to ZoS -- pick a lane on LA weaving. Either it's an intentional component to every GCD damage-button-press window, or it's not. This balancing act to please everyone (those who never do it and those who have perfected it) isn't sustainable, IMO, and will just continue to cause balance issues if ZoS continues to straddle the fence on the matter. Rip the bandaid off one way or the other.
I'm sure the devs originally intended LA to be a button players pressed only when there wasn't a better button to press (resources are out, geared and skilled specifically for LA damage, etc). I doubt they envisioned how expertly players would weave that LA damage into rotations. So now it's just this extra layer of damage padding that sits out there wholly dependent on player skill.
If it were me designing it, I'd put that LA damage back into abilities, and I'd put LA on a GCD of some sort -- maybe not a long GCD, just long enough that it could
not be animation canceled before you cast the next ability. So then it's a tradeoff -- a deliberate decision to press LA to do damage at the cost of a small window of time, not a muscle memory ticking every second no matter what (at this point, it becomes both a meaningful press for damage and a meaning
less press for engagement - fire and forget). Then people could build for LA/HA damage and create rooms in rotations to perform it, or they could never press it if they didn't want to or if their build didn't depend on it. But that's just a random idea. Point is, ZoS should take a deliberate stance instead of developing a lukewarm LA experience that pleases nobody and solves no problems.