I want to say, as respectfully as possible, that you are totally wrong here. And now that my personal bias is on the table...
More than any other issue discussed on these forums this one, in its own subtle way, strikes to the heart of what players want this game to be. I harken back to a bygone era when I was a WoW player. "Raids" were 25-man affairs, and they were rigorous exercises in coordination. One player messes up and carries the negative polarity debuff into the positive polarity group: everyone gets wiped. One player crosses between the tank and the red nether-beam: everyone gets wiped. Show up to the raid without a mic? You get left behind. Not even controversial.
I remember too playing the Spartan Ops mode that shipped with Halo 4. No mics to be found, no coordination necessary. Just a group of players who happen to be in the same area shooting the same enemies. Quite fun in its own way.
And those are the two ends of the spectrum on which Destiny finds itself. One of them has automatic match-making. The other does not. The matter really at issue here is where on that spectrum Destiny ought to fall. Including automatic match-making implies that end-game content should be doable by players who aren't communicating and coordinating. At present, that isn't the case with content like the Vault of Glass, and even less so with encounters like Skolas. While the level of coordination required by a true MMORPG might be excessive in this game, it is the fact that Destiny leans in that direction that sets it apart and makes it interesting.
If anything, the problem Destiny has in my mind is the failure to properly setup expectations for what the end-game should be like. Had I been designing the Strike missions, they would all culminate in boss encounters that required communication to finish. If no one talks, everyone fails. That creates the foundation for building relationships that become raid groups. That way the gap that exists, the gap that so many players have difficulty getting passed, between the match-made and end-game content is instead supplanted with a more guided progression into the socially oriented finale.
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