Well, that's not the only problem, methinks:
The game is a party game by nature, so traversing the terrain is part of the difficulty, but not being aware of your enemies around you is another (the radar system helps a little, but not much, especially if you're being ganged up on at different heights and angles).
In older Duodecim, you had to press 1 button for jumping/airdashing, and traversal/grinding was also one other button, Triangle.
They've made it more convoluted by forcing you to press two buttons to traverse/grind terrain, plus Airdashing now has a Stamina feature. Not only that but not all terrain can be grinded, as some uneven hill areas have to be JUMPED in order to traverse them (like Cornelia stage).
I still have not figured out how some players are able to airdash so high in the air, unless they have 3 jumps instead of two, but this was a universal mechanic in Duodecim so it was negligible (even to a point where Evasion animations were more effective than dashing)... but now that things are competitively team based, they deliberately make characters with even more unbalance between them, to force players to think up Team balance on their own, which may or may not be guaranteed (i.e. Kuja and Zidane in a party are harder to hit, so you need fast characters to keep up with them).
Now, I don't know to what extent they want this to be an E-Sports title like Smash Bros or Gundam Versus are.... but there's a lot getting in the way of that that makes it difficult for beginners, not just people who want to get skilled at the game, to get to that point.
I also think the Accessory system of older games made the game a lot more versatile and fun, but this was an attempt at an Arcade experience (so that has to be considered).