Hopefully they're checking for bots too, but as long as there is a decent number of non-bots enjoying it I think the nerfs should come slowly. Once it's dead dead though I hope they nerf it again, it's still too slow of a content for me to get that excited about but it does fill a niche sort of vibe that some players might be hard pressed to get else where, should be careful taking away that until they've got Eureka ShB or original Eureka is totally dead (again I hope they check against bots though, because I can imagine some people botting it for the gil).
I do like the rolling mountain concept for progression in the game, things that are new tend to be towards the peak or at it, and as they get older they come down the mountain a bit allowing for a pretty diverse set of players to enjoy content, from the time rich and very skilled, to the time bare and very casual skill levels. Noting of course not everything has to do this, but I like, especially in a theme park game, that this is a thing- certain things I don't think should have that happen to like Ultimate (exists as a trophy for the extreme) and for content that doesn't have a parallel offering yet (is the only one of it's kind for people that like that sort of thing).
I've hardly done it all as it's not really my cup of tea, maybe when I was younger, not anymore though, but at least from the general personal experience for nerfs so I'd be more interested in it I think if squadrons or trust like support, removal of the weekly challenge log and just turned into repeat-able quests (same or more exp, but repeat-able, like a leve quest), removal of drop rates being affected by your level. Also blue mage might be able to do something interesting in that zone with their pre-baked element spells (not that I'd be happy with blue mage as a whole if it could Eureka, I'm still salty about the job and would still remain salty even after that change lol- but that I think it could slot into that zone decently even though I'm not wow'd by it's current state).
If they really wanted they might add some balancing factor to squadron/trust concept such that it is a powerful nerf to the content at some sort of exception / cost. Like hiring them costs progressively more and particular if the zone is full of actual players, which could be trolled technically but would act a soft sort of auto-balance to if it was hot or not. Alternatively and more scheduled / consistent they could allow players to run solo expeditions by prepping their team, and it has a weekly interval or something and then your team needs to recover. So you could train your squadron (or some other trust/npcs), brave the instance solo with a complete team that could actively and reliably engage the content (given special abilities to handle some of the weirder mechanics, so your party doesn't die due to AI incapable of handling an event). Running the final dungeon could be a two week process. The prep being some sort of weekly quest you do that upgrades your team's preparedness, each general expedition to Eureka costs 1 (and you get one point max per week, up to like 5). To do the last dungeon piece costing like 2-3 preparedness. Might even allow for players to choose bonuses when going out, like 1 to go with a group of 7 npc, another 1 will enhance your base camp giving you and your team items that last till you leave, or other enhancements (prayer shrine that enhances your magia board, etc). So at just the base cost you could do a lot of the content and it might have some challenge, but at max spent you're basically going in to salt the ground and pillage everything so long as you dont forget to move out of the orange.
The benefit of the cost here, allowing items to have some value still due to the rate not being too greatly accelerated (once or less a week), and also meaning if you could form a party you'd still be rewarded for that (by more frequent access, yet a diverse range of skill and time limited groups could go farm it on occasions if they had wanted).