i think they said the mobs will have differents behaviours than just attack.
SE also said items will be "more" important.
now the problem with potions is for craft(alchemy) too, in ff11, not only it was a pain to sell them since they don't stack and with little benefice if any, but SE probably did ruin most of potions making by introducing lot of them(assault, casket) and alternatives(sneak tool, spectral jig), i can't think of any new interesting alchemy craft in years...
so if they handle hi-potions for starter quest i feel bad for alchemists, unless theses are 99 a stack and made 10 for a craft or something like that.
now theses are crafting issues, 99 may be a lot and could 'hurt' support/heal class(or maybe just makes them not absolutly needed for everything, at least in people mind) but "free"-"infinite" cure/support will always win imo.
also in ff11 they are a pain to use, long "cast" and you wouldn't be able to do anything for like 5s, also lost if paralized, often add a medicated statut that prevent you to take a lot of them(for the potent ones).
theses should be addressed :
-the "cast" time should be shorter, not longer than a simple "cure", i mean... not like it takes 10s to remove the cap of the bottle. <.<
-unable to do anything for that long often negate any benefice of the potion(recovering 50 hp then taking 3 hits for 100 dmg don't actually helps).
-paralized shouldn't even proc on items.
-could keep something like medicated effect, but a lot lighter than in ff11(shouldn't be more than a minute exept for things like "icarus wing").
now we didn't see much of the battle system, SE said it's faster, so medecines should be faster, and appropriates for battles.
since after the battle you can just switch weapon to mage then heal yourself, it would makes absolutly no sense not to have them that way