I just want to add something to the discussion of difficulty:
When 2.0 was fresh, a great amount of content was actually fairly challenging. Hard mode primals required people to do pretty darn well at their jobs and Titan HM was basically considered a "wall" against pubs trying to get their relics. AK was a bit of a trash-filled slog but many of its bosses had legitimately dangerous encounters when you were item level 60ish and stuff like the soft enrage of antanaboga's pillar-breaking or the bees on demon wall could actually give players trouble and forced them to 'learn their way up' to having myth gear.
Even when WP SRs became the 'thing' they required people to push their classes pretty hard, largely as a result of i90 slowly entering peoples' hands and making the old dungeons pretty trivial. People were constantly testing the waters what they could and couldn't do with various new pieces of gear and trying to skip mechanics actually posed some danger.
And the stuff it dropped was relevant! i60 stopgaps were actually stopgaps on your way to darklight, which took a decent amount of time to get.
A thing I'd like to see is 4-man dungeons and 'Hard' mode content in general actually tuned to challenge the current item level average again, and for their rewards to be balanced with other modes of play. What I desired back then was more dungeons to do, and we got that - but now all of them are really, *really* easy and not fun or engaging for me to do. And on top of that, there actually isn't that much dungeon variety - because expert roulette only ever has 3 dungeons in it, and the other, like, 10 are myth pinatas that are less time-effective than other myth pinatas.
I'm not saying this stuff was elite raider tier (well, except maybe HM primals, which were basically pre-coil raid requirements,) but the sharp dive in challenge with this content definitely rings true to me on not feeling challenged by the game outside of Coil or EX modes. And trust me, the average casual player *COULD* do AK when it required explaining the mechanics and paying attention. Content doesn't need to me mindlessly easy to accommodate non-elite-raiders.
I'm also not saying that the average player doesn't deserve decent gear, but - part of the item level curve is a function of learning. Right now, no one is learning anything on the way to their i90 gear, which thrusts them right into stuff like EX primals, T5, and even T6 and beyond. It's like waddling around in the kiddie pool and then being shoved onto the diving board into the deep end - it's intimidating, and frustrating, and actually not a good player experience! 2.0 gave us that sort of learning with decently-difficult (but not extreme hardcore) 4-man dungeons.