Not really. It's different paths to the same destination where more casual play, and by proxy less serious difficulty in most cases, isn't slapping you with a universal penalty often designed to bloat play time for those who have plenty to offer. There is absolutely nothing about whacking a Colibri that teaches me about how to act in Dynamis, for example.
Deep down, why is it people want a fear of death? Is it to inspire others to bring their A Game? Personally, if I'm fighting something, my starting objective would be to take out the easiest targets first. This means weakened players, who on top of lesser HP/MP pools, can't attack/cast as often, either. If I ignore them, their contributions will add up and they'd eventually unweaken and become a greater threat, too.
If mobs behaved like this, this then becomes a battle of juggling resources amongst the living members and determining if whether or not resurrecting a party member is prudent. Difficulty arguably increases as your party size diminishes, as well. However, this mechanic also ups the importance of abilities like Cover or building an alliance more defensively to either keep people from dying initially or to help keep them afloat in a weakened state. Let's face it, in XI, offense was king. Zerg it. Kill it before it kills you.
Outright calling a use of tactics from both the player and enemy end retarded strikes me as limiting the combat to what we know of XI. Frankly, I don't expect to be seeing Utsusemi again, and with that the easy mode style of play it brought to so many activities, including faster EXP gain. The recently added Fomor NMs, with their Level Up mechanics, can also be lent to increasing the difficulty of a mob based on certain conditions being met. Call 'em Rage Mode Lites if you want, but they basically serve a purpose in upping difficulty be it preventing WS, nuking, JA use, dying, or whatever SE feels appropriate.
XI Wiki


