If memory serves me correctly, and it has been a while since I partied or even really played 11, but the general concern is that 14 broke the sp/exp gain with the latest update, and that 11 is used as a point of reference.
So, we already know that 0-40 is more than 0-75 in 11
And this is the part I am not 100% sure on, but wasn't the exp cap for 11 300/500 for single/exp chain
With that being said, us getting 100-200 tripled the grind time (if not more) from 14 to 11. And not even considering almost everyone to 50 in 14 was in before sp/exp was nerfed shortly after the release, allowing them to grind several levels with the 500 exp cap. We now get between 300-500 exp on hard fights. We can get up to 1k under special situations, and there is the fatigue system to prevent exploits and (still imho) obsessive grinding. Doesn't sound excessive to me.
With that being said, it sounds like they fixed the sp/exp system, and it is now back on track. Every 1 1/2 days people can get an obscene boost of sp/exp however, because of the fatigue system, people who log in every couple days are still not getting totally left in the dust (so to speak), and people joining the game late can still get up to level on one or more jobs based on dedication fairly quickly.
The only problem now is that there is nothing to do getting there, and there isn't much to do at the top. So, I guess I can understand how people who rushed there are a little disappointed as more and more people are getting there, and will be able to do the high level things just as soon as they can, thereby negating some of their l337n355.
Meh, I really don't see how the new system is much different than chaining really. With the exception to leve quests, which are the perfect alternate to duoing during the week for people don't have time to log on during the week.