I reflected long and hard on why I actually went with it for 10 years (9 in my case so far). Which in reality is probably not even half of it because I enjoyed it up to ShB and onward, which, you guessed it, we always go back to. The great shift that shattered the community in two. But the question remains legitimate though, how did I make it through those 4-5 years if I didn't like it?
Well first there is the slowly boiling frog analogy. Water gets hotted and hotter but slow enough that you keep up with it right? Until at some point you notice you're seriously having problems and that's what happened to me in EW and it outright exploded now in DT as a revelation. I may have not been happy with things like job design, the systematic deletion of many other things I enjoyed, but it took time to actually put words over things and exactly nail the causes of dissatisfaction.
And then, there is also sheer stubbornness combined with false promises, either on the dev's side, or on my own side: the little fairy that keeps telling you to hope for changes and bad things to be addressed on a constant basis, and you keep telling yourself that yes, eventually it's gonna get better, but it doesn't, until you realize that what the devs are doing goes against what you personally like, and that it's not about a universally problematic low in design, but an actual disagreement between you and the altered product you're being served. For instance, people complained about the state of job design in EW already, and we were told to eat it and wait for 8.0 when DT wasn't even released yet. 8.0 is in 2 years at best. This is how long things can stretch just because of their rigid development schedule. If anything, some of us complaining here are absolute fans of the game (or have been), to have stuck for so long in spite of it.
With how MMOs can literally occupy a huge part of people's life depending on who you ask, and the amount of personal investment that can go into it, one doesn't just get rid of that attachment in a snap of your fingers, so I do believe that understandably, those things can indeed stretch over a long time. Obviously, I can only talk about my own experience there.
The lego set is one thing, but comparing the type of gameplay we're getting nowadays to what we were getting when I started playing, and you'll see the immediate difference. It's not just about encounter lego and bricks, it goes way beyond this. It encompasses the battle system, the game direction and feel, and what as a player you're being asked to do in any fight encounter. But perhaps the crux of the problem is that I'd be satisfied with a relatively unchanging formula if it was HW's formula, yes, and maybe I've been misdirected by Yoshida's promises on new things there.
You'll admit though, that encounters didn't use to be stack, pairs, spread, chariot, dynamo all the time either. They had more unique flavors to them all, and the whole game battle content as a whole has been getting poorer and poorer, more barebones with a single model of boss encounters (trial bosses), a single model of instances, and a single model of mechanics (DDR), with no more model of battle system.