Greetings!
So to start, I am a casual player. I last raided during Binding Coil the first time around and today I have NIN and DRK as my only active classes at level 60 (out of 4 level 60 classes total). So this isn't coming from a person who is caught up on end game as of 2017.
I'll be honest, more often than not, when I log on to play my go-to functions are Duty Finder > Expert and/or Trial. This isn't because I don't like any other content, this is rather because doing DF is the best way for my play habits to line up with attempts to keep current in some form.
This got me re-visiting an idea I had a while ago back in 2.0:
Why don't we have much incentive to keep doing the older content? And what could get us to go back?
One Idea I had (and honestly still have) is for SE to take away Tomes altogether and replace it with a Experience Point/Paragon point hybrid system. Let me try to explain.
From a top-down perspective, as a level 60 I have little to no incentive to run much of the older content, mostly the 9 other level-60 dungeons we currently have. I know in the past I hated to see Neverreap, but now it might help to break the continuum.
From a bottom-up perspective, new players can have FC mates help them with places like Copperbell or even old raids (they would give xp too under this system) with not feeling like they are pulling them away from something more important.
How it looks: Basically something like Diablo 3's Paragon system. Everything gives EXP. Raid trash, Raid Bosses, Dungeons, et al. A level gained post level cap awards the player a Point (or 5). Actually the TNL would be adjusted down so it isn't too much of a grind. The Points could be turned in for ilvl gear (similar to tomes) in order to get stronger. For example, fresh, patch-centric gear would be 50 *Points* and the older stuff would be half that or cheaper.
Pros:
All content becomes useful as opposed to being dumping ground for a Relic quest.
Players have the choice to hop around when they play to progress
Alongside Glamour, this could let players see gear they didn't know was in a particular dungeon (or content)
Cons:
This might foster a playstyle very similar to what we currently have: only run the new stuff since it might give the highest exp.
Or, steamroll the old stuff, since it gives really easy exp.
Watching progress on a bar to that next ding! could be soul-killing.
Summary:All this is to say that, while I love the game, often I feel like the game itself is funneling me consistently only towards the newest stuff on the newest patch. Maybe I am just some idealistic old-school player who wants some sort of bridge between the EXP grind and the Tome Grind; which feel like two totally different non-overlapping objectives.
I guess I focused too much on the Tome issue and not the idea behind it, sorry for the confusion. The main idea behind this entire post is to promote the discussion to OPEN all the game content up so a level 60 player could help out a level 25 player and still progress on "Tome" gearing (I am using Tome here to mean gearing in the most current patch). We have had 8 different categories of Tomes that effectively all do the same thing. Let's cut out the bloat and just combine it all down to ONE currency that is flexible and open enough to let players do whatever they want to do (actually it all involves killing monsters) at whatever level so they can entice new players to the game without leaving one player behind in Sastasha while another goes to Xelphatol.
The comparison above is to say instead of Sastasha and NO Tomes for the lvl 60, it becomes Sastasha and SOMETHING for the lvl 60 player's time.
TLDR: OK, ill frame it like this: Imagine all the content in the game gave tomes. If you are super attached to the idea of strictly tomes. Now you can run what you want and still progress. Goofing off with the FC in Crystal Tower? Still making progress
The change is aesthetic and in essence goes back to giving the player something that it already gives from the first time you step into the game.