I hope this finds a few ears, especially those who have been so loyal and are getting frustrated by SE's lack of communication.
First of all, I would like to point out that we have just witnessed a near complete change of leadership for the FF14 dev team. I am not sure how many people have ever been a prt of this, but to properly change your leadership without destroying the organization, it SHOULD take time. They SHOULD focus on their inner workings, their organizational processes, BEFORE even looking at the game and attempting to make decisions about it.
It is clear to me the the old leadership team had some serious strengths in creating a main engine, graphics and motion capture. The game is beaufiful, the animation and movement is top notch. However, it is clear to everybody, I assume, that it seems that was all they were good at. I would venture a guess that the original main man, the one who organized teams, assigned them tasks and set priorities...sucked at it. Plain and simple. So SE decided to change the top of the pyramid.
So in comes the new guy(s), who look around at how the teams communicated, organized themselves, set priorities and planned for the furture, and guess what he finds? It is stunningly inefficient and sloppy. Perhaps a few of the team members are so burnt out and tired of a chaotic environment, they have become a liability, possibly not even caring about the work they do (very typical in a poorly run organization that lacks leadership). So new guy(s) set out to rearrange the whole structure of the company.
This takes time, and honestly, I am impressed that they aren't making huge promises and making rash decisions. The ONLY thing that will save this game is a patient, prolonged, well-thought out approach to each system. But how could they possibly do that until they reorganize their teams and prcedures?
I liken it to a new coach taking over a football team that has been 4-12 or worse for 5 years. You come in, examine the structures, the training, the meeting/communications, the personnel, and you make changes where necessary. Only then can you begin to work on creating the final product, the football team that will come to camp, train and play their games. The structure will then serve to enhance that training, that game playing.
Doing it backward would be like trying to build the top 20 floors of a skyscraper before you have built those below it.
Finally, if they were to update too frequently, it would probaby look like this:
Day 1: "We've decided to redo the classes where we will completely overhaul them, they will be strong in identity, but they won't be as flexible with other classes' skills."
Day 3: "Actually, the new guy we just put into the position of class re-development had a great idea that might work, maybe we'll keep the classes as they are, but change the skills significantly."
Day 7: "Holy crap, what a mess. We decided that new guy in charge of classes was a clown, and we've decided to go back to a complete revamp of classes, but this time we're going to do one at a time over the next year."
Day 8: "We've reconsidered, and actually, we're going to spend 6 months revamping them all, and release them at once."
Day 25: "Ok, the class revamp is going great, I think we can get it done 90 days from now!"
Day 57: "Whoa, actually, major hitches, this class system sucks works than the previous one, back to the drawing board. Pretend I never said anything about the 90 days, let's go back to the revamping one at a time."
Day 360: "We're sorry to announce, we're closing the serviers down, we just don't have any more players left. The ZAM forums have been on fire with people saying we have our heads up our ***** and don't know what we're doing. We're firing everyone and shutting down. Guess we should have made a plan before trying to implement change.