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That just might be something they're not interested in doing. I imagine a lot could be done through minimum or "dungeon" ilvl scaling, to keep the expected times and rewards around the same band, rather than needing readjustment over time as larger pulls become safer, where the rewards rather than the completion time scales with your (excess / amount reduced in sync) ilvl, or some similarly universal adjustment to mitigate need for manual/individual effort-to-reward balancing, but beyond that... I'm not sure SE will even make the attempt, or even if it'd really be worth it for them to do so?
The problem with ilevel scaling or capping ilevel is that you defeat the purpose of getting gear, which is to get stronger. I guess the third option would be weakening the gains in power from ilevel jumps (so ilvl270 gear is not notably weaker than ilvl280 gear), but I'm sure that'd lead to people complaining about how their gear is not making them notably more powerful when they upgrade one piece.
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While I'd love a true exploratory dungeon, let's face it, "dungeon" itself has a new connotation compared to D&D days -- which even then may have been mixed between 'exploratory' and 'survival grinding'.
I guess I look at it differently. What I was thinking is that you're in a jungle or something with three bosses, a big tiger, a big gorilla and a giant worm. To get access to the last boss of the instance you have to kill those three bosses, but the ordered is not decided for you and instead they can be tackled in any order you want. If you want an idea of what the instance would look like, I'd point to The Black Morass from TBC; just bigger and without the portals and time-traveling dragons.