I don't think I've ever argued over whether it's right or wrong. I simply don't like it because grounding me to such an extent does not make me appreciate the zone/the world, but actually does the opposite. But it obviously works for them, which is why I don't see them changing it.
I deally, that would be the case. In reality, from my own personal experience, none of that matters any more within the first week of exploring the zone. As soon as I know where to go and the awe and wonder of seeing a new zone has worn off, it's just how much of a straight line I can make to my destination. And since I don't pvp, there is minimal danger, especially with enough gear upgrades.Ideally, I'd agree with you, but that's also badly limiting. Imagine, for instance, a zone with many distinct sections with various dangers bordering them. If normally going down south to a few world quests in the Ruins area required that I first take a boat down the river, surviving croc attacks to even get there, or pass through dense jungle rife with panthers, that's still a (enjoyable, imo) component of the open world's dangers that obviously isn't going to be suitably reproducible in each separate activity. Much of the interest of the open world is its connections, its pathing, its optimizing around risks and time taken. All that is gone if you reduce everything therein to isolated activities. That's kind of what separates open world play from our tiny square or circle typical instances in the first place.
And that's the thing, for me, grounding me for months in the hopes of getting me to enjoy the zone more doesn't work when all I'm doing are dailies and there is nothing interesting on the way to those dailies.To back up just a bit:
My preferred model, again, is for the open world to be designed to be interesting even under whatever particular tools, ground and flying mounts included (though I'd always go the way of GW2's Griffin over "true", WoW/XIV-like, physics-less free flight), a player may have. It should feel like a playground and optimizing to reduce time or risk should be a real thing, but that requires also it not be simply a single, cheap solution (like limitless flight in a world without aerial threats).
Few MMOs manage that, period, and not just because they letter wreck it with unfettered flight; for many (imo, XIV included) there was little to nothing there to begin with. But, in the few instances where we've seen decent examples of world design, it looks really lucrative, and I'd hate to see that lost over some assumed obligation that everything be made as quick as possible (i.e., that because flight could exist, it should exist, and should exist asap). In that ideal world, I probably wouldn't lock flight behind grinds, but I might well make it a rare mount for which that flight is the only unique power, and I'd try to futureproof the zone around players' eventually acquiring it (as much to give them more fun in the joy of movement they might have via that flight as to curtail what elements they'd otherwise degrade for themselves).
I enjoyed the zone the first time through and unlocking flight sooner would allow me to enjoy it more. That's why, even though FFXIV's zones are more boring in terms of having things to do for me (I don't care for hunts/fates/gathering, maps only with FC, beast tribes depends on the mood), I enjoy them a whole lot more than WoW's zones just in doing MSQ and unlocking flight and then flying around.