You'd think they would have fixed that too in 3.0, releasing that before the "harder" higher ilvl raids, but nope, still "higher ilvl raid followed by subpar gear raid" :/ Even that would have slightly given us more to do, so we'd get the option to gear up in that while farming tomes, rather than having full eso and either not even bothering with void ark gear or just using it on jobs we probably won't use.
Sad part is, I bet it was tuned fine, seeing as how it was incredibly easy. They're just trying too hard to cater to the super casual never played a game in their life, type of people, which ends up pushing away a lot of people who don't fit that category (casual, midcore, hardcore). Just like what they did with the lvl 15 MSQ fight. Had a little difficulty to it (I remember so many people wiping to this over and over) in beta, then nerfed to faceroll easy on release. Same reason we don't have a real pet job. Straight from SE was "It'd be difficult for new players". Ok? Then new players can either learn or just not play that job, why ruin it for everyone?
The potential for XIV to be great is there, but SE is holding it back by focusing too much on glamour, minions and super mega casual fluff content, rather than actual mmo style content. Like I've said in a few other topics, most people come to a mmo to actually play a mmo and do content. Theres specific games that focus on glamour/vanity, it doesn't need to be the main focus of a mmo (can be part, but not the main). The way XIV is setup and according to Yoshi himself, the "real game starts at endgame" yet because they focus way too much effort on vanity stuff, theres a huge lack of content at endgame, which is supposed to be "the real game".
All it's going to take to decimate XIV's remaining population is for a big new shiny mmo to come out, since SE puts too much effort into attracting the types of players (super mega casual) that flock from mmo to mmo, rather than the midcore/hardcore playerbase that keep mmos alive for 10+ years. It's fine to try to cater to both, as long as theres an even amount of content for both groups. But there really isn't in XIV. It feels like the content for midcore/hardcore people is just an after thought and tacked on in the end.
SE kinda has it backwards for XIV imo. For a business, a person who subs to a mmo every month, without breaks (midcore/hardcore players who can play for more than 5 hours a day, every day/month), bringing in more money for said company, should hold more value (not saying the people who play an hour or less a day have no value) than the people who plays a mmo like a mobile/facebook game (30 mins - 1 hour, only ~4 days a week and maybe 5-6 months a year, if that, super mega casual), which brings in less money. SE is focusing on the 2nd one.
Even if they fully focused on midcore/hardcore players and gave us a variety in content, there's still plenty for a super mega casual player to do, seeing as they take their time, don't play for long etc, by the time they get to cap, there'd be plenty to do. But with the focus on super mega casuals, everyone who plays for more than 5 hours, really don't have much to do. Seeing as how the super mega casual people talk about how theres "plenty to do", is mostly because they haven't experienced it yet since they don't play often. But for those who do play a normal amount of hours for a mmo (since a mmo is supposed to be a time investment, not pick up, play, put down whenever and never get left behind), we've experienced the little content there is, so there's not much to do for us. Like others have said, midcore/hardcore are the heart of a mmo, it can't survive for long, especially on a subscription, with only the super mega casuals.
Going to bring it up, because it's a valid point, but in XI, people rarely, if ever, got bored or ran out of things to do. They didn't up and unsub for months until another update. No. They kept on playing, bringing in more money for SE, both the casuals and midcore/hardcore people. SE knew how to balance which groups they catered too, rather than heavily catering to super mega casuals and know what? XI's lasted 13 years. There's a reason for that. Companies seem to forget that these days and try to go for a quick buck, rather than a steady flow of cash for over a decade.
A mmo, like many modern mmos, who focus too much on super mega casuals or people who have never played a mmo before, have been proven they don't last long, because of lack of content for the people who actually want to play a mmo, how a mmo was meant to be played. I'm not saying people shouldn't be allowed to play a mmo, but theres games specifically meant to be picked up and played whenever. A mmo shouldn't and hasn't (until the last few years, which explains why the majority of those modern mmos are dead), it's meant to be a time investment to keep people playing for as long as possible. If you can pick up and play a mmo whenever, there's really no staying power, especially when it becomes a lobby game (instanced everything, dead open world) so there's no incentive to make friends, which is a good staying power.