Speaking of the 6.1 dungeon, it's a shame that there weren't any real stumbling blocks to speak of. Not only is the player character meant to just be going on a regular adventure, by going to that particular dungeon they not only stumble across a way to travel to the Void but also manage to solve any lingering problems and tension building across Thavnair.

It's exactly that mentality that I think rids the world of any depth. The Witcher and Skyrim don't allow their respective game worlds to be robbed of any grit and consequences. Tension and conflict isn't removed entirely. FFXIV just seems to want to erode away anything that might cause meaningful, lingering conflict and opposing viewpoints/causes in favour of falsely presenting the player character's cause as the correct one at every turn. Right up to the point of now justifying genocide.

I think it's a very childish way to handle the story. Certainly, it isn't my story so I can only comment on it from the perspective of a fan...but the game was at its peak for me when it was happy to take inspiration from Matsuno's work rather than whatever this current trajectory is meant to be.