And I totally get, and agree with that. I would love to see a degree of substance to the quests. Honestly, to me, it never got better than the Epic weapon quests from EQ. Every single class had it's own individual storyline for the quests, and progressed through the quests with different goals, and different items to achieve that (usually) had some relevance to the weapon and questline in question. It wasn't without it's drawbacks. Every single weapon required you to be able to hunt down multiple high end, basically NM's, most of them requiring a full on raid, and even then you had to be able to win the drop. It was incredibly frustrating at times, but god it felt gratifying when you finished.
That said though, that was structurally a VERY different game than this. That kind of questline, simply would not work that well in a game model like this. And to me, that's kind of the problem. If they were to create the kind of unique experience that people have asked for, without rehashing outdated content, even just for a singular questline like they have now, they'd have to release, honestly, almost a whole major version update's worth of content simply to satisfy the Anima weapon quests alone. It's something more suited to open world games like EQ or FFXI. Less so in games with such an instance focused model. There are only 2 ways I can see to challenge people in a game like this either through sheer difficulty of content, or by volume of work. I don't really see a third option, unless you count, removing challenge all together.
