This also seems to be the trend SE is fine with --
Month 0 (Ex: 2.0, 2.4):
1) Set arbitrary iLvl on top raid gear. Once a week lockout on all floors.
2) Include token gear with same iLvl as top raid gear, but with weekly cap allowing for one piece a week.
3) Set highest level weapons as +iLvl5 from the raid gear. Once a week lockout.
4) Set Primal/Alternative gear iLvl at -5 or -10 from top raid gear.
5) Set Primal/Alternative accessories iLvl at -5 or -10 from top raid gear.
Month 1 (Ex: 2.05, 2.25) :
1) Minor easing of difficulty of obtaining token gear by way of multiplying token acquisition or easing content itself.
Month 2 (Ex: 2.28):
1) Ease difficulty of obtaining token gear by way of multiplying token acquisition or easing content itself.
Month 3 (Ex: 2.1, 2.3):
1) Add alternative iLvL gear as a stopgap between Month 0 gear and top raid gear, but with a once a week lockout. -10 max iLvL from raid gear.
2) Add craftable gear with with up to -20 iLvL, but option to meld to make them better than -10 iLvL gear in choice situations.
Month 4 (Ex: 2.15, 2.35):
1) Ease difficulty of obtaining token gear by way of multiplying token acquisition or easing content itself.
Month 5 (Ex: 2.38):
1) Greatly ease difficulty of obtaining token gear by way of multiplying token acquisition (If needed).
Month 6 (Ex: 2.2, 2.4):
1) Abolish lockout rules on previous content.
2) Add static buff to previous raid content to ease difficulty for story purposes.
3) Set new arbitrary iLvl on top raid gear. Once a week lockout on all floors.
4) Roll two older token currencies into one, including rewards.
5) Add new token for acquisition.
6) Include token gear with same iLvl as top raid, but with weekly cap allowing for one piece a week.
7) Set highest level weapons as +iLvl5 from the top raid gear. Once a week lockout.
8) Set Primal/Alternative gear iLvl at -5 or -10 from raid gear.
9) Set Primal/Alternative accessories iLvl at -5 or -10 from raid gear.
Month 7:
1) Repeat from #1.
This is at least what's been happening for the past year of FFXIV content, which is why people can make the assumption that 2.4 will usher in an iLvl of 130. This is also why you see a great lul in players by the time you get to Month 4 of the cycle (2.15, 2.35). Within 2-3 months, all of the top tier players have already exhausted the highest level content of rewards and go on break and/or become casuals. By month 4, casuals and midtier players are just now completing top tier content (because of the combination of stopgap gear and constant practice) and are growing restless for new things to do. By month 5 you have the complainers [casuals] stating the game is dying because of nothing new to do. Month 6 arrives and brings on a wealth of content, and brings a great deal of players back across the board and the cycle begins again.
If you can't get anything done within 4 months of a major patch like 2.0, 2.2 or 2.4, you're better off quitting the game for a while and doing something else as further work spent getting gear would be a complete waste of time within the next two months from then on.