This. Though I usually honestly do enjoy reading FFXIV quests (that is a first for me though; I read maybe... a fourth or fifth of them in WoW and other similar quest-system MMOs). Keep some guidance (or at least just have the description on hand), and maybe lose the absolute-location markers.
As much as people have complained thus far about the 1.x quests being inconvenient, between leveling two characters I can't remember a single time I've needed to look at a wiki. The worst I've gotten is having to check multiple elevation points for an absolute marker when I didn't bother to read the text. If I had, I probably would have realized the mentioned cave could not have been located on a barren cliff, and was therefore at the lower area.
Even the relatively obscure quests still have their object-based locations marked on mouse-over or list quest items. If the zone is general, rather than specific, then just about every mob of the mentioned type in the area will drop what you're looking for... I really don't see what's been confusing about the 1.x system at all.
"Ambush a team of Garleans making their way through the canyon", doesn't that already tell you that it's going to be (1) in that section of canyon, and (2) you may need to arrive their first, rather than expecting to see Garlean soldiers already there? Do we need a live arrow to a highlighted, translucent instance wall otherwise in the middle of nowhere just to find these places?
Why do we have to sacrifice the majority of the quest experience just to facilitate the killing/gathering portion? I enjoy the sense of actually knowing what I'm looking for, and finding it given reasonably known parameters. If I just want experience in killing, farming mobs already did that for me. I don't see why I need two (three with leves) of the same thing, but with a lot of added running time and extra clicks to get through dialog. If they aren't going to be enjoyable in their own way, why have them?