Fair! and since i was flippant before i'll give a proper response so i won't be misunderstood about my feelings on the matter (and i hope those of a few others).
Games are lots of things, but first and foremost, i feel like they're didactic; they teach you rules and systems and concepts really efficiently. RPGs are especially good at this, since they deal with discrete things -- numbers and values especially -- instead of fuzzy things like the timing on combos or whatever. At level cap, two things you have to learn are "you need myth tomes to keep getting stronger" and "the fastest way to get myth tomes is X" -- where x previously has been AK sacrifice runs, then WP speedruns, and now duty roulette. Knowing the fastest way to get cap, and playing efficiently, is actually much MORE important with the cap being raised in 2.1, not less!
Making it impossible to access the best possible way to reach cap while playing with friends or loved ones is actually horrible! It implicitly teaches one more concept -- that the way to play this game is to solo, to not socialize, to not play with friends outside of raid time. Even if this isn't going to lead to the death of anyone's FC, it feels kinda shitty to have to, in the space of one patch, go from doing fast runs of AK/WP with a tight-knit group to just shunning them to play with randoms because you get a huge payout at the end.
(And let me say IN ADVANCE that if you're going to call that some kind of crass materialism, you can just keep that comment to yourself unless you REALLY feel like you're cool running hour-long dungeons 15 times a week instead of 5, and effectively paying 35k gil for the privilege, since you're passing up on the roulette bonus. Does that sound good to you?)
MMOs are, at least ostensibly, social games. If you weren't playing this game with other people, would you really care about the mechanics that much? Designing content such that you're encouraged to avoid playing with your friends is absolutely baffling, and should rightly be called out as the terrible game design it is -- especially when, combined with so many other factors (tying storyline progression in 2.1 to FATEs and level 30 dungeons, preventing anyone from actually buying housing until 3-6 months from now) it's transparently only in place because the developers are lazy, cheap, incompetent, or several of the above.