Keep in mind, while they are adding stuff to keep us happy, they are also doing it in hopes of new people coming and having things to work towards.
For most of us, many of these updates are a day late and a dollar short.
As for the combat animations, you are looking for a whole new revolution in gaming experience that currently does not exist.
While there are games that take advantage of combat physics, and games that take in real-world movement and gravity physics. There is currently no game built that has been able to create a fully interactive real-world physics model. A lot has to do with the limitations of the systems they are designed for, and a lot has to do with the fundamental understanding of interlaced physics in real-world computing.
The hack and slash combat style present in all RPG games out (and some mask it a little better than others, but at the end of the day all RPGs are hack and slash) is to allow for as close to real-time reactions between server and client, as well as between human and computer, and to work within a finite number of possible permutations.
Personally I think Final Fantasy with it's incapacitation system is starting to move towards more interactive reactions between mobs and players. However, the biggest complaint has still been that players react very poorly when they are the target, than if the mob isn't as reactive.
While, I can only name a few mobs that they have active incapacitation reactions to, it is still fun to break a coblyn shell, or blind an ahriman, or even break the horns off a stag or ram. But, my favorite of all time is flipping a frog. It is the funniest thing to watch those creepy-eyed SOBs flail around with their feet in the air because you caught them off guard.
And while breaking the shell on a crab doesn't cause a visible reaction, if you break it while they are guarding, you do get the reaction of your damage no longer getting soaked. And you break a gobby bomb arm, and they are more likely to drop the bomb on themselves.
There is some fun interactions with mobs and combat in the game, unfortunately, most people PL to 30, fight raptors until 40, then do strongholds to 50 missing out on the wide world of mobs the game actually has to offer. This is similar to how 11 was handled. If you race to the end, you miss the stuff in the middle. And while there isn't much there, there still are quite a few interesting things that can be fun to find and to learn. And shooting past those levels comes at a price.
Anyways, hopefully they will post the information for the jobs early in the week next week so that some people can alleviate their fears on the simplicity of the quests (either their fears can be realized, or focused on something else).
I am going to go out on a limb and assume the quest to get the job will be a simple kill quest for most jobs (hopefully nothing as annoying as the 11 Dark quest of kill 100 mobs with this sword). And the ability quests will be staggered by level, with the 2 hour equivalent ability being a level 50 quest that should keep people busy for at least a day^^.