Your logic is flawed...
A few points:
When the NA release, and subsequent PS2 influx happened, the emphasis seemed to be on exp. The fact that you assume getting to 75 is "game completion" confirms this, and the attitude is rampant. I'm not sure SE intended the game to be all about grinding. The other Final Fantasy games had myriad side quests, items, storyline, and alternatives to simply making your character stronger.
The rings "give" you 7,000 exp/week. Assuming a level of 21,000 exp (picking a medium number), that's three weeks of busting the limit on the ring every single day. "Why?" you ask...
You can now lvl a job you might not want to take to 75 a bit faster, and just get that subjob lvl overwith. You can now *perhaps* in theory take the emphasis off of fighting IT++++OMG+++ mobs.
Most importantly, the exp "help" when looked at together, seems to be about freeing up more time to explore other jobs, get involved in the storyline, and move on to new areas. PMs can be pesky; some do best with a lot of mages, others with a lot of melee, still others call for a BST/NIN's touch. The point? Getting to Sea would optimally also mean having several jobs available to you.
Lastly, imagine starting a job from scratch, or starting after the Xbox release. Those of us who know a fair amount about the game have aquired most of that knowledge from being in the game, and we've learned it all over a long time. People arriving at this game have a LOT on their plate. In order to not have it all seem entirely impossible, one smart move would be to have this "exp assistance" in the game.
In other words, when you really look at it, the recent additions, announcements, and concessions point to a longer, healthier FFXI. The Chicken Little attitude, though, will prevail and always find root. Hopefully SE will "throw out" some of the NPCs and buildings which are little-used, making the game more streamlined in the longrun.