Hi, folks. I know a lot of people have this sentiment, but I feel it's worth writing down here. With the state of the game balance as it is right now, new players have to get through 50 levels of content before they really get to experience engaging combat with regular enemies. The issue here isn't difficulty necessarily, but engagement. When enemies die after 2-3 hits, it makes the interesting class mechanics feel completely pointless.
For example, leveling as a Techter, I may as well have taken most support techniques off of my bar entirely. What's the point of throwing down a buff if everything is dead by the time I finish charging the technique?
The compounding problem with this is that it upsets the balance of the gameplay loop. What I mean by this is that, with such low HP, a much larger percentage of a player's time is spent just running from place to place than actually fighting--and this is also before most people have movement PAs/Techniques.
To be doubly clear, I'm not raising this issue because the game is "too easy" and I'm some pro player. I'm not. And I've maxed out a class and gotten to the really engaging content. But a lot of that was because I came into the game already a big fan of the series. I can see how someone coming to the game for the first time with no prior knowledge or investment could play for 10-20 hours, deem the game boring, and quit before getting to content that shows off the game's excellent combat.
With that in mind, I think the first four difficulties of the game should give a sizable HP increase to all enemies. Perhaps even tripling their HP. If necessary, increase their XP/meseta drop rates to compensate. What makes this game fun is doing all your character's cool moves against fun monsters. When monsters die before you even get to them, that fun evaporates.