Couldn't agree more. I am also similar to you as a player. Played through 1.0 pretty consistently and have been subbed since.
The content has been getting less and less since ARR, and the quality along with it. I still am of the opinion that BCoB was the best raid chain we've seen. Felt the least like "trials under a raid umbrella", the zones were really well designed etc..
I mean if it's not telling enough that the FC I have been a part of since 1.0, with a thriving 40+ members coming into 2.0, and many stuck through a lot of Heavensward, suddenly made a mass exodus once they played through the Stormblood content. While the FC still sits at around those numbers, I could barely count more than one hand of my FC buddies that have stuck around. Many of my veteran friends are now gone because of the same ol' stale formula.
I was extremely excited for PotD. I imagined a more FFXI's Salvage or Nyzul style system with different objectives.. Turns out it was just "kill mobs until next floor unlocks"..
The content was wasted potential. Admittedly I enjoyed doing floors 100+ but some additional mechanics or objectives would have made it so much better.
Dungeons all follow the same formula of "2-3 groups of mobs > boss > repeat", running in a straight line until you hit a wall. No real stand out mechanics.. What ever happened to dungeons like Wanderer's Palace which required you to go track down Tonberry oil to progress? Or Q'arn where you had to go pick up the stone thingies to open the final room?
Diadem? Well.. That was the first major sign that the game just didn't have much juice left in terms of innovative ideas.
Diadem 2.0? Look I will give it credit where credit is due.. The "idea" behind it, with missions / objectives was great! But the execution was not so great.. With the reward at the end of sticking around to farm FATEs for.... what exactly?
Now Eureka.. I had so much hope for this.
Now I promise I am not an FFXI fanboy (even though I have mentioned it twice in this post) I was really hoping for AbysseaLite.
Don't get me wrong with what I am about to say regarding Eureka.. I think the "base" idea is perfectly fine. In fact I think that the base idea is great for exactly that - the absolute basics..
Grind mobs > grind enough and a NM pops > kill NM > get reward.. Totally fine.. The issue is the execution. Without meaning to hijack this great thread with "Eureka suggestions" a few off the top of my head that would make it infinitely better...
- Remove the "180 min timer" and just allow people to stay in there indefinitely. (Sure, keep the AFK kick timer if you want but maybe boost it up to like 20 mins, it's nice to be able to go grab a quick snack without having to find a new party etc).
- Add objectives.. Steal a page from the Diadem 2.0 book on this one.. Force NM pops when this "quest/mission chain" has been completed that is exclusive to the party (eg. Faction leves like the relic quests from 1.0)
- When parties fulfill quests from A, B & C, then pop the "zone boss" which is treated more like a mass scale trial with more mechanics than the current NMs require.. (Similar to the Emergency Mission in Diadem 2.0)..
There is so much wasted potential with this new content.. It feels great to "go on a voyage" and have to legitimately avoid aggro / run as a group because the zone is dangerous.. The content feels like it's simply a bare-bones system with no actual "content" in it. It's just "Kill x number of mobs to pop a FATE"...
Ask your in-house FFXI team to take some pages from the Abyssea book here.. I think some of those ideas / systems would fit sooooooooo nicely in Eureka.