It's pretty obvious that XIV as a project is way bigger than the team can handle. It's why there seem to be many cut corners or why they'll release a "side content" system and then it seems to go largely untouched for months or even years at a time, while they're busy focusing on something else.
Of course, infinite payroll funding doesn't necessarily mean infinite work-hours. I know Square-Enix has gotten better over the years at outsourcing various bits and pieces of the project, but as far as I'm aware they still require members of the core teams to be fluent in Japanese and to live in Japan, which is obviously going to significantly limit their workforce pool.
Cooldowns in WoW Classic don't necessarily line up because they are designed to be used personally. It's common to hold cooldowns for Bloodlust, but when will Bloodlust be used? You can alter your timings based on the fight and a variety of other circumstances, this is particularly common when you're talking about hardmodes (since several of them require you to do something in the actual fight to start the hardmode itself, which may "reset" the fight, like XT.) And I'd argue only hardmodes are challenging enough where optimal use of cooldowns even matters, similar to how no one really cares about optimal ability usage in XIV normals or even Extremes due to very generous or nonexistent enrage timers.
Incidentally, not only do I dislike the EW changes for over-simplifying DPS rotations, but the changes also create a lot of issues for PF groups. Dying when *literally everything* is lined up inside a single window, for the entire raid, is a *colossal* DPS loss if you die at the wrong time. If someone dies within about 10 sec of the next 2 minute window, you have to make a hard decision on whether or not the entire raid can just delay everything for 60 sec (to allow weakness to wear off), else that person will be *permanently outside of the DPS window*. I think this is fine for organized statics (although very boring), but it's a major issue for PF. Abyssos also implemented a lot more "body check mechanics" than previous tiers did, and those mechanics are also "okay but boring" for statics and often very frustrating for PF groups.
While I don't think Abyssos is a *bad* raid tier, I do think that it has shown a lot of the major issues that XIV's core raid design is suffering from, or offering a preview of where that design is going to lead the game.
I think that XIV needs to shift away from every class being a rather boring builder-spender design with mostly static rotations and "vomit everything every 60 or 120 sec" design. I want to see them make more classes heavily focused on priority systems (which means proc-based gameplay) and I want to see them abandon the "everyone blow their wad together every 120 sec," because I think "use your buttons when it makes the most sense for you to do so" makes for more interesting gameplay - in particular, it allows for a lot more player/skill expression as it means fight optimization is now heavily reliant on your class and what it can do (we saw this in ShB and previous expansions but it's largely eliminated from EW in any meaningful sense... even BLM now has so many movement-friendly options that they don't actually lose much from movement anymore.)
BTW, the gigantic boss hitboxes and diminished importance of melee positionals/needing melee to lose GCDs avoiding damage is worse in EW than ever before. ShB had some bosses with giant hitboxes, but we never had an *entire tier* full of them like we do in Abyssos, and positionals matter less than ever - DRG could lose Raiden Thrust in ShB if you fucked up your positionals, whereas now it's just guaranteed even if you just facetank the boss. While savage is still fun and is arguably still challenging (though P8 was overtuned even by Square-Enix's standards), I do think they've gone a long way towards removing meaningful player expression/skill expression from the equation with Endwalker.
It's why I honestly think that maybe they should just stop bothering with hardcore content altogether. A comparatively tiny portion of players engage with it (a large portion of savage clear rates come from people doing them for mounts and outfits *after* they outgear them and outfits like Lucky Bancho cannot meaningfully differentiate the two when looking at long-term statistics), yet we know that it costs a considerable amount of work-hours to produce (particularly ultimates.) I can only assume that metrics still indicate that savage is still profitable for them to be investing in. But with the direction EW design is heading, how long will that remain true?