I find that the community either doesn't know how to draw lines in what they find acceptable or not, or they don't gauge it well. It's sure to be a byproduct of it being a subjective process, so it's based on peoples' opinions (so if I like something you don't, you'll tell SE to change it, while I'll tell SE not to, and we never leave this loop). But it's because of that that we need to start actually, properly gauging our interest in things and how much do we want of it.
Imagine I wanted more casual or more hardcore content. If I don't know how much of it I want and if I only ask for one side, I alienate the other. And that's just not how an MMO is made around. So like... Criterion Dungeons apparently are for more hardcore raiders, but they're plagued with weak rewards, which alienates them. Then their only other alternative is 4 Savage fights and a handful of Ultimates they may or may not have already cleared. This is very low in terms of how much other casual content there is out there, and keep in mind that some of it ends up becoming casual content anyway thanks to the ability to Unsynch. Meanwhile, casual people can't be ignored either just because the hardcore people want there to be a bit more. And then there are people who are midcore, and the best they got is Extreme trials. Maybe POTD deep dive.
The rest comes in terms of quality rather than quantity. Are casual stuff like IS, Variant Dungeons, POTD, Bozja, PvP (debateable to be casual content kek), BLU and so on in a good, robust state that it satisfies the casual side? Or does the casual side want to see a bit more to do in those situations and have added interactivity? And are the fights in Savage and Ultimate challenging enough for players to satisfy them? Because what I keep hearing is that Hegemone and Agdistis are rather underwhelming in comparison to their pet and their boss.
We need to start gauging just how much the community wants, needs and how much the devs can work on (sometimes it's not even up to them whether they work X hours on this product). And we need to make it clear.
Otherwise, if we push it too far into one end, we can end up overruning all content with our standard, but not make any of it enjoyable.