A system design where a server wide effort is required for progress works in a growing game. Expansions give more players more things to do when the number of players is somehow managing to overwhelm the 'enemy forces'.

Every new expansion or activity spreads out people more, even if initial surges manage to push back very well.

A proactive system where players must push forward as a server wide effort will fail for the same reasons we never hold Northlands Campaign areas, why we relied on a few people to retake the Astral Candescence when it was lost back at level 75, why the 'revitalizing of old zones' did nearly nothing, and why the Pulse Martellos in Scars of Abyssea areas get stomped constantly.

At the very least, the system needs more variables to account for number of participants, or some way to devote more without that 'more' being time.

A simple example, using Campaign as the base: I have lots of Allied Notes, and nothing to do with them, yet my country can fall to low funding. Could at least let me double my contribution to the war effort by giving the notes back. Just a random-ish thought.