The reason given for the widening of the patch cycle is there being more jobs and races than when the game started; they have more equipment to tailor for different body types.
I feel like why should gameplay content be held up for fashion? Just reuse old gear designs with slight alterations more often to keep things moving. The fashion choices are huge at this point anyway.

I'll use PSO2:NGS again as an example of different design philosophies. They just dropped a new content type with no fanfare on a minor patch, made completely out of old assets with old enemies, but it's a totally new kind of endgame activity that's good enough to be our new daily routine.

You spawn into an area divided into many different rooms, each one assigned a different buff reward. You need to decide which buffs you want to prioritize and clear those rooms before the time runs out. Some rooms have waves of enemies, some have puzzles, some have bosses. Once the timer is over, you carry over any buffs you managed to bank into the next phase where you fight a challenging boss under certain conditions, again with a strict time limit.

Each day the boss cycles to a different one and different restrictions on players like -75% max HP. You earn a new kind of gear upgrade item, and a rare chance of a powerful weapon drop. It's interesting and put together with low resource cost, a new gameplay type made of old assets.

It's the polar opposite of FF XIV dungeons that have a high resource cost with beautiful new art, new enemies, new music, but completely cookie-cutter gameplay that adds nothing new, basically a high effort reskin of the last 50 dungeons we got.