This is the reason I stopped back in April as well. I felt like I constantly HAD to do ALL of the content to stay competitive and provide for my FC as a crafter. I had to help myself first, then help other people second, but SE made it so improving yourself first involved a HUGE grind of time that it didn't leave much leftover to help other people learn stuff, craft, hold player driven content, etc before the next patch is released.

I felt that if I played at my own pace, I was ultimately a hindrance to all of my friends. So by turning this into a more "improve yourself over the next 3 month grind until the next patch and then do it again" solo experience instead of a "help other people, interact, and create some fun events" (which isn't for everyone, especially the longer MMO players or those into sandbox), I've been less inclined to stay competitive and figured I'd go find a better single player experience offline and not drag my friends down by not playing every day. Leave player interaction and adventuring to tabletop RPGs....

I was sad to leave as well, but I just couldn't keep up with the expectations. But I'm just a drop in the bucket as well. I don't expect SE to change their policy or model any time.