In the hopes that the reps are listening, here's my general analysis on open world grinding vs everything else.

A) The monsters aren't semi-phased/instanced as in the guildleve system.

The result: groups fighting for the right to camp on a specific spot, overcrowding issues and constant tweaking of monster placement.

B) The lack of bite-sized goals to work for unlike with the guildleve system.

The only goal you achieve is the level up-fanfare you hear after perhaps hours of monster slaughter. No 'kill ten monsters to receive a bit of extra SP and some money'. Instead 'kill hundred and fiftysix monsters for 0.74% of progression per kill for two hours'.

C) The bane of repeatable content: repetitiveness

Beyond different camps and monsters on different level ranges, there is no cure for repetition. The monsters aren't particularly tough; the gameplay isn't particularly challenging or even entertaining. There is no added randomness to make the activity more unpredictable and, as such, more interesting. I wonder if the name 'Nyzul Isle' rings a bell to anyone (reps)? For some reason, that event stayed fresh for quite a bit longer than the others. Master Matsui knows what I'm saying.

D) Good luck trying to predict and balance the monsters to be 'equal' in the eyes of the players

The developers don't know which mob we choose to grind on. There is no guildleve system to regulate what we kill and where. All they can do is guess, tweak, all the while we just pick the next best thing until the next patch.

Or they could just introduce colibris and ladybugs.

These are the four main reasons why I'm not particularly fond of the current direction. They are giving away too much for the sake of decentralizing the game, and I hope they would at the very least take the good sides of leves and make them universal.

Because fighting for camps and mobs (and not just any mobs- crabs and crawlers of the month's flavor) is so much fun