Again, I just said why. Easy difficulty is not what this is. This is a legit win mode that completely takes challenge out of the game because you can't lose from what the Phoenix mode describes. And because you can't lose the sense of accomplishment players get overcoming a challenge that they can fail is gone. They already had the best solution to varying skill levels and wants of each player when they implemented casual mode along with the option to remove the permanent death mechanic from your playthrough. If after that they still need to further hold someone's hand with "You win, enjoy that story mode with no justifiable reason to play" option them maybe you're designing your game for the wrong people. That'd be like NBA 2K implementing some difficulty where the A.I. didn't play defense just to accommodate some special kind of gamer who can't bother with trial and error and wants to see what MyCAREER is. You're not even designing for people who play video games at that point. Which is fine. But I thought this was Fire Emblem and not some random mobile game off of Google Play some random mom who's never picked up a Dualshock in her life might get a kick out of.
I don't understand how people can justify a compromise this extreme with "it's just an option" because the mindset behind it is a slippery slope of sorts.
I'm going to agree with Reezy here -- A game is a game as long there is some form of challenge in completing it, otherwise it might as well be anything but a game. Even casual games like Peggle, Angry Birds or Tetris carry a challenge with them in order to fulfill any sense of accomplishment to their respective audience.
The inherent problem is most games tendency to appeal to too many people at once, usually ending with a mess of a designed game.. Stealth games becoming action-adventure titles with pseudo stealth elements, where one can't help but think that said game kinda resents you for playing it the way it probably should be played.. like a stealth game. Splinter Cell Conviction or Hitman Absolution are prime examples of games that go about with the pretense of saying "You play it the way you want, but really you should play it like this" because the game's design doesn't reflect that of the stealth game they used to be, especially not how the maps were laid out, or the elaborate action set pieces where you are forced into combat.
EDIT: It shouldn't be hard to sneak past all the guards and everything in Ground Zeroes, but the implementation of slow-mo dead eye mode, seeing through walls etc. sort of alludes to the fact that the game expects you to pop all guards instead of the sneaky route which is just uggh..
In retrospect, Fire Emblem Awakening isn't THAT difficult on the higher difficulties, which I think is reflected in its modern design to appeal to newbs.. like ME! 