New visuals is most certainly content. This isn't debatable. Do I wish there was more? Yes, but there's certainly new things here.
How is this basic? This is the first 'actual' zone added in any patch cycle to the game. We've gotten pvp battlegrounds, and dungeons, and trials, but never an actual place to mount up and move around in. Saying, 'this doesn't count because I don't like it' isn't a good argument.
A soft majority of content in this game is specifically pulled from other FF games to invoke nostalgia. They're not re-used assets. They're new models made to look like the old things, but the odds of them actually being a copy-pasted thing are nil. Your term here is incorrect and clearly chosen to just bring about a more negative connotation, because hate-train.
I never said it was innovative content. I'm 'only' saying that I can see where the work went in here. I'd argue that it by and large fell flat as it's only a marginally better executed Diadem. And less fulfilling than Timeless Isle was in Mists of Pandaria.
And playing devil's advocate, the Wheel is clearly that gameplay feature they were talking about and it IS new compared to the rest of the game. But I'd agree that by and large it's underwhelming to say the least. If they had actually designed more mechanics around it, I'd argue it was worth while. But as it is, that simply doesn't happen and the most optimal method of using it is to find a camp that doesn't require spinning the wheel, circumventing the mechanic entirely. It's self-defeating.
I think arguing the semantics of 'new' here is ill-fitting. It 'is' new content, strictly speaking.
Some of the rewards I feel are on-par with expectations. I'd argue a soft majority are not.
1.) We've known the dyable AF3 has been in working condition since BEFORE STORMBLOOD'S RELEASE, yet we're only getting it now, and this easily takes up the lion's share of the number of new items from Eureka.
2.) All of the gear is clearly scaled to have been released LAST patch. Yet they delayed it by 3+months and didn't change the itemization. For anyone who has touched savage raiding, most of the gear here simply isn't even worth it now, and it won't be worth it next patch still. (Inevitably, next big patch will so-soon have another lengthy time sink. Joy)
3.) I want to personally stare down whoever decided having antiquated, 'Normal", +1, +2, AND Anemos versions of all the relic armor to show them how horribly bland and unfulfilling the idea of it is. (Again, not event he Anemos versions of these are worth having for a good chunk of players, why do Normal, +1 and +2 exist?)
The thing after all of this is. If they had actually added some more polish to the island, IE hidden chests to find with unique items, some minigames or hidden quests with unique items, some achievements, some hidden things to give free xp boosts, some rare mobs that were actually challenging, some special mobs that had to be solo partied but had special mechanics etc etc (All things the Timeless Isles DID HAVE, mind you) then this content would definitely be far better received than it is.
Instead we got a just-as-bad grind as the FATEs of yore, except the most optimal way of proceeding through it involves a smaller party size and not a zerg. Also there's a fidget spinner.