I have mixed feelings about this. :/

One one hand, I think we need to be willing to take the nostalgia goggles off a moment here and be honest with some of these old dungeon designs. Frankly, I don't miss old Toto-rak one bit. There is no joy in exploring it, it's just a waste of time, and when you get the dungeon in roulettes very commonly, especially when you're a sprout leveling, any "fun" that could be had by exploration quickly drained away as you just tried to get out of there as fast as possible and tried not to miss another stupid photocell. Then you were forced to wade through the goop at the end which slowed everyone down for no reason. I hated it so, so much. Part of the reason dungeons are streamlined is because of the daily roulette system they set up to run them over and over and over again. Any sort of exploration or puzzle the early dungeons had loses all of its fun and becomes annoying and tedious to deal with very, very quickly when you are forced to run it constantly. I did all the puzzles in Sunken Temple of Qarn ONCE to get the map unlocked and never did it again. People don't even bother collecting the pickups and unlocking the side doors to get the keys because it's literally faster and easier to just trigger the trap at the end and fight another mob than it is to detour and do the dungeon "correctly." Maybe it's "quaint" or "nostalgic" but it's not good dungeon design for a multiplayer mode where people must play the same maps again and again. I don't like most of the old ARR dungeons and dread getting them in dungeon roulettes. Halatali being one of my least favorite, tbh. I won't miss it when it's gone, the same way I don't miss old Toto-rak or old Copperbell. I think Variant Dungeons are where the puzzle elements and multiple play-thrus to see everything shine much better than standard dungeons that get spammed in roulettes every day.

But on the other hand... These are all optional dungeons. They aren't needed to progress the story, so...why mess with them now? And take dev time away from other game play elements that could be worked on instead? This really doesn't feel like a priority at all considering the state of the game, and I have no idea who wanted or asked for this, as it's certainly not anything I've seen come up on these forums or the other FFXIV spaces I frequent. New players can already complete the MSQ with all Duty Support NPCs. Is it really needed in every single dungeon? As much as I hate getting Stone Vigil Hard yet again in cap dungeons roulette, I've never thought, "I hope they redo this dungeon," I just sigh and carry on.

If SE insists on this course, surely there can be a compromise between old and new design? Haukke Manor did a good job on that front, I felt. Aurum Vale should still be difficult to pull everything in the first room, for instance, or it's just not Aurum Vale anymore. I think if handled well, it can be done in a way that respects the old mechanics while making the experience less janky, but...I dunno how much I trust them to do that...