I might be in the minority here, but I'd rather get patches every 6 months instead of 3, if it meant the endgame and gear progression modules were a bit more varied, flexible, and satisfying to play. Even if the devs insisted on keeping the tome system, why can harder dungeons not reward more of them? Why this desperate push to place extremely skilled but casual players into the same mosh pit of gear progression as the Netflix-binging bong-huffers? Why are primals, an excellent example of skilled but time-conscientious content relegated to two difficulties only, with basically alt gear as the reward? Why does each gear update only really give us two item levels' worth of functioning gear? There would be so much room for content variation if we didn't basically have "tome gear item level" and "raid gear item level", with sometimes a dash of ".5 EX primal item level" in between.
I'm sure my ideas have flaws in their own right, but right now in my honest opinion the game is seriously sacrificing level-capped battle content in favor of glamour/roleplay/immersion features, new player pandering, and fun but ultimately fruitless minigames. It's great that so much detail is given to those areas, but I'd prefer that detail to be given ALONGSIDE a fun and robust endgame, not in place of it.
