It's a real shame, because a "Savage+" system for dungeons would do a lot of good for this game. The way I envisioned it would be like this:

"Savage" difficulty would present gear roughly equivalent to starter end-game gear or a little above. So, say in Shadowbringers it would drop items around i435. Savage+1 would be slightly harder but drop i440. Rinse and repeat until you get Savage+5 would end up around i460, which is between Normal, but not quite up to Savage raid gear level. Then, every time a new raid is released, we'd get another 5 levels of Savage+ difficulties to bridge the game in gear, with the top-level always being around 5ilvl below Savage (and maybe missing a materia slot or something).

To make the dungeons more interesting, I'd bring in a system like PoTD/HoH with modifiers and items that you can use to change up the runs.

That way it would serve as a side gearing source, allowing players to fill in slots they may be having some bad luck on in their main raids or in the alliance raids. As well as providing an alternative gearing path outside of just tomestone gear. Plus, it could keep all of those unique dungeon gearsets viable longer, as the game could just scale them up as rewards. Not to mention time-based leaderboards, community races/events that could be built around it, etc.

I know I personally would spend a lot of time on that type of content, especially if they made it difficult enough to require coordination, cooldowns, and maybe some light CC/slowing here and there (with items available for jobs that may not have certain abilities).