Just did a run through "United we Stand" with a social linkshell last night (and 2 people we picked up to help finish it out), and as far as I could tell, there were only 2 of us that had ever completed the fight (a couple had fought but lost).
I made a mistake getting to the last gate, got a couple people killed (I couldn't find the tunnel... we need map markers...), but in the end, we got there, spent 5 minutes going over the strat, went in, and in < 20 minutes, we walked out with a win.
With that being said, we tried to go with the standard pt, but couldn't get a blm, and had a drg in place of the blm.
At the end of the fight, I realized, we really only needed a single war, 2 whm, 2 tanks, and any 3 DDs. The two tanks rotate through destroying the Generator, and kiting the Mech. The War has to avoid using (or uses with care) AoE weaponskills when the generator is up, but other than that, focuses 100% on the adds (either by the generator when the mobs start spawning, or at the transmitter when the generator is down).
With the rest of the party focusing only on the transmitter. Even the two kiters don't need to be tanks (if they are good enough at running from the mech, and time the last hit, and know what they are doing), but pld or war can buff def, then destroy the piller and run. As well, Pld is better, as they don't have AoE, and will not accidently pull adds on the kite.
And after having gone into that battle field a few times, I can honestly say that, after the 1 War, and 2 Whm, that fight is 100% skill and 0% party make-up. Once you have the 1 War, and 2 Whm, you can win that fight with 2 whm kiters, and 3 whm dds if they know what they are doing.
More fights like this, I think will help people understand party play much better. Where there is a clear, and easy fight strategy, and speed is not necessary and does not influence reward. If it matters to people to spend 5 more minutes in a quest fight, then they can spend the 30 extra minutes making their own party and getting there:).
I think this is a good sign of things to come. Each fight that has been added to 14 since the battle adjustments has been adaptive to our play-style. And we now have a quest fight that skill and strategy are key. And with good players who know how to play their classes/jobs you can get a win on a first run (if you are familiar with the fight).
More fights like this, with more difficulty, and continued effective ways of assigning party members to tasks may prove to make fights feel like accomplishments.