The ramifications of all this seem to unravel what they were trying to accomplish with the plot.
The Regicide. All this "going quietly" bit hinges of the assumption that Taledji needs you alive after the regicide, sure he needs a scapegoat, but does he really need one that talks?
The bottle(which I found very stupid, it was laying on the ground and we just happen to pick it up? Not a single thought as to chucking it somewhere or figuring its just litter in a train stop?)
So yes I would've escaped instead of killing taledji, perhaps a little more flair than usual, resulting in a jack sparrow like chase in Uldah. But let's assume we did it by the plot, all useless like.
The Scions
I can buy the idea of them gives their lives to escape. I didn't like the helplessness of it all and would have preferred to control my character during this, kicking ass with them once more before being told to "Go!"
I would have drawn the line a little harder at Minfillia. The others are seasoned warriors, that was just throwing her life away as far as I'm concerned. It felt like a cheap excuse.
The carriage driver
Convenient.
The ramifications
OK, I get that we are accused of assassinating a head of state
I get that a lot of the common folk don't buy it.
I even get that there are some Brass Blades ordered to look for a adventurer accused of regicide not willing to try their luck at bringing me in.
But who's missing in all this?
The guys trying to bring me in!!
I can't believe everyone presumes I'm innocent, or that I can go wherever I wish without at least some tosspot trying to do right by the law. It flies in the face of the seriousness of the crime, the capability of the opponents, needs of the plot.
You can't go on about how the price of killing taledji and the blue guys would be too high when this is what happens when one is accused of killing THE RULER OF UL'DAH!
*inhale*
But let's assume despite having a private military force, me as a suspect to assassination, and more coin than Thal, they can't manage a manhunt or make me a levequest just yet.
One would think that if any one organization would be capable of hunting and harrassing a particular adventurer on the run between the nations(except when not), it would at least be the now corrupt Crystal Braves.
"But they can't be hunting everyone!" Instanced locations, restricted areas, the purple encounter gas, there are tools for this.
As a whole, the ending felt like the devs tried to do a GTA type event, you know, the kind where a deal goes bad and you are left with a bad name and various factions on your tail. But they got several important parts of this wrong. In GTA like games, when stuff like this goes down it is clear there are places protected by factions than you can see and face as a consequence of the plot/player's actions, and it becomes clear that even though you can fight said factions, you'll need more than violence to remove them.
Ffxiv gives no such occurrence of this happening. The player still has free passage, the crime and your pursuers all swept under the rug. Everyone involved down to the lackeys is still untouchable. At least give me the lackeys.