Again: you can have a crazy long grind and still have it mean something. If your point of pride is "I did something boring and braindead past the point of reason," then I think that's not really healthy? Just make it engaging, it's not impossible.
The game is in a fine spot. It is not lacking content. The game might seem to be very casual but most of the game's players are casuals. They don't play every day for extensive periods. They just want to enjoy the content in this game and there is more than enough for them to join. Elitists such as yourself should go outside and touch grass.
There's a lot that I don't miss from the ARR days, but in hindsight I do miss when the overworld felt like a place you had to respect. I remember using sleep/heavy to survive, or generally being in danger when trying to do Sylph/Sahagin/etc beast tribe quests. There was also so many details in the overworld that was cool to find.
When I finally got around to doing Eureka (I never experienced it when it was new), it made me feel like I was actually playing an mmo again. People were being social in shouts, working together, we had a party trying to complete things together, and we had to respect the overworld because some mobs can be quite scary. There's nothing remotely close to that in ShB and EW's overworld, and you could probably include the other expansions in that too. Though my best experiences were in the earlier parts of Eureka, last zone... leaves something to be desired definitely.
The only times I've died in the overworld in EW was when I was still doing MSQ on the moon, and underestimated a fate with explosive enemies. Additionally the areas are vast, sprawling and mostly empty and boring.
Generally the only times I feel like I'm playing an actual mmo (speaking primarily from a combat standpoint) is when raiding, Eureka in general and solo/duo runs in Deep dungeons. Otherwise you are generally in such safe environments, that the thought of failure is so distant.
I also have the hot take (or is it lukewarm?) that crafting is too accessible now compared to before. The abundancy of crafters now is so high, that even if I take the time to level up crafters and gear them, I barely do any crafting.
There's not much incentive to craft nowadays as the market is usually flooded with items, unless you either fine some weird niche or maybe low level items. As an example, I've been making a fish dish that only me and another player makes, and the dish is only used for GC deliveries. It ain't much, but it kinda feels nice even if the purchases are sporadic.
There's no point in trying to advertise yourself as a crafter, because we're a dime a dozen. I'm sure it's a completely different situation on those really new servers, but that's not going to last.
There needs to be balance. If you make things too easy to achieve then you end up having everyone rush to the end and then the game appears lifeless. On the flip-side, if you make things require weeks or months of grinding, you turn away a large group of players that value their time more than this game. I personally think the game is right in the middle where it should be
It has nothing to do with casualization because bozja and eureka were both already casual content outside of DRS and maybe BA and the same is true of older relics besides. Saying Criterion is casual is a big laugh too. Like sure, variant is. Criterion and savage not so much.
If I were a betting man, I would probably bet on them just miscalculating. I'd wager they thought doh/l relics, pvp series, IS, new DD, and the usual tomestone/raid grinds would be enough long term content and so they cut back on work required to get a relic. But it turned out that there are enough people out there where the above didn't overlap with what they wanted to do that it feels like there's nothing to do to those people.