By the opening movie, and hype before release about being able to travel to the past, I thought guildleves would be these quests that would whisk you away to another place for an adventure. I certainly didn't expect them to be "touch the crystal, kill 10 enemies, randomly gain guild points".

One of the main functions of a "quest" in an RPG in my eyes, is the dispensation of story/lore. The stories for all the levequests in their current state are engineered to be meaningless and make the player for insignificant. It seems that SE's logic is, because these quests must be repeated many times (and the rewards are tiny for economy balance reasons), then do not make the story/content important or epic or whatever, just keep having the player do banal tasks like control the pest population.

I wish guildleves made me feel like I was doing something important for the story or city or something like that. Have us go into instanced areas of the past (just rehash environments with new npcs, maybe add trees to Limsa before they were cut down for boating, etc.). Have us solve a puzzle/dilemma/dispute where we must make a choice or take sides (ROLE in role playing game?), then make us trudge through a dungeon and fight our way to some sort of boss to end it all. Then after this puzzle/lore bit gets stale after the first time, allow people to skip to the boss on subsequent repeats.

I hate levequests, I always log on and feel compelled to do them because I need guild points, then log off after 30 minutes because they are so incredibly boring.