So we all know SquareEnix has a habit of making repeatable questing-content, and if you think otherwise, might I point you in the direction of Leves, Guildtasks, and Behests so you can reevaluate your position. The repeatability is mainly due to the armory system, a feature which means unique quest-progression is impossible. Everything in FFXIV, by way of necessity, must be repeatable. But repeatable though it may be, it needn't feel repetitive.
Which is why I am sure you will all welcome my latest suggestion: player-driven, dynamic questing content. This is a way for SE to disguise the copy/paste mechanics they are all so fond of without anyone ever even noticing. Better yet, we the players will do all the work for them.
And so without further ado, I present to you my concept: Encourage players to create their own content.
Everyday someone logs onto FFXIV with their own personally-motivated goal, and yet everyday someone realises they can't achieve this goal because XYZ random occurences get in the way, or more commonly, they are beset by XYZ issues that SE still hasn't fixed.
A way for players to create their own quests, offering their own rewards, would be a way for the average player to prevent his or herself from feeling overwhelmed by tasks beyond his capacities. Think of something along the lines of a public bulletin board.
For example, sometimes you cant find something in the market ward -be it an HQ material or a rare piece of equipment. A public-quest system would help serve as an intermediate for the player and facilitate him in achieving his goals. And, at the same time, it will provide other players with content/something to do.
Again, sometimes players need help finishing a quest. Well, worry no more noob! A public quest system would help in this situation also.
In a similar fashion, Linkshell leaders are often left with a million things to do and organise. Allowing linkshell leaders to set quests would go a long way to alleviating their burden. Having some kind of linkshell-currency as a reward would also help Linkshells recognise their most helpful members, and aid in determining which members were in line for a promotion.
With the introduction of Player Run Companies, such features will serve as an essential link and aide in the production and logistics of group-crafts and other large-scale multiplayer content.
So I hope you can all now appreciate how, with only a few minor changes and implmentations, SE can use the players to their advantage, optimising development costs and resource allocation, and providing an endless spree of quests and fun for years to come.