I do not intend this to be a complete list of all things I found to be an issue in the overall story or setting, and I'm hoping others will add their observations to the thread to help build up the list. By the way, THIS THREAD CONTAINS SPOILERS FOR THE STORY! DO NOT READ BEYOND THIS POINT IF YOU DON'T WANT KEY STORY ELEMENTS REVEALED TO YOU! So, to start...
1) Baelsar teaming up with an Ascian: There is a difference between being "blinded by ambition" and being plain stupid. The story has depicted making deals with ascians as a surefire way to get screwed over. It would have made more sense if the ascian lord possessing Thancred posed as a traitor to the Seventh Dawn that was willing to give the Empire the means to conquer Eorzea under the pretense of solving the primals issue. This story issue could be solved, but Baelsar must of had some pretense to believe his dealings with an Ascian lord would not backfire and destroy his ambitions. As of right now, there is none.
2) Relationship between adventurer and Alphinaud not properly depicted: There simply isn't any events in the main story that would justify the trust our main character begins to show towards Alphinaud. One second he is a stranger, and the next we are buddy-buddy with him for apparently no reason. Not much can be done to resolve this, since it would mean including new cutscenes or dialogue along the main story arc which is considered finished.
3) Relationship between Alphinaud and Cid: Somewhat connected to number two is the relationship between Cid and Alphinaud. I'm supposed to accept that they're close enough to one another that Cid would be comfortable with Alphinaud touching him physically when the story doesn't even show any of this development? Because none of the development in their relationship is shown, nor any past experiences they've had together, the moment Alphinaud touches Cid's hand in a show of comfort/friendship (I guess?) just feels awkward. This could at least be explained away with some additional cutscenes in future patches involving the two characters.
4) The Thousand Maws of Totorak: A dungeon containing mutant plants and giant spiders is just a short walk from a nearby settlement, and the entrance to the dungeon is guarded by just one wood wailer? Not only that, but the wood wailer was not competent enough to spot a sylph entering a dungeon when the entrance behind him is the only way into or out of the place. First, why would anyone live near such a place, and if the place were not always this dangerous, why haven't the residents called in for aid from Gridania, if not for an entire army of adventurers to clean house? If that giant spider decided to burst through the doors of Totorak to attack the town for food, does anyone honestly think a single wood wailer is going to be able to protect the town? The best solution I could think of would be to have the seed seer place a garrison outside the place at the very least.
5) Why did the moogles accept a strange gift from a masked man that looks nothing like a wood wailer and projects a dark, menacing aura to summon their king, Moggle Mog? I never imagined the moogles to be this stupid, and I kind of expected they'd be able to tell the difference between a common wood wailer and a complete stranger, given they have lived in the woods for ages.
6) Why do the beastmen tribes trust the ascians enough to accept strange gifts from them? They inhabit human bodies, which gives them the appearance of their mortal enemy, and they give off a dark and menacing aura. From what I know about ascians, the beastmen should be killing them on sight.
7-8) Beastmen and Primals non-sense: Ok, so the Amal'jaa believe that all of Thanalan is their property by divine right. They summon ifrit in the hopes of conquering Thanalan. However, the primals temper all their worshippers, and when you are tempered, your previous objectives go out the window in favor of fueling your primal's power by getting him more worshippers. So summoning a primal does not actually complete their objective of claiming Thanalan for the Amal'jaa. Instead, it becomes about claiming all of civilization for Ifrit. They also have no control over Ifrit, so Ifrit isn't even a good weapon. He is a weapon that takes control of his users to achieve his own objectives. By the way, he eats the life force of his followers, so the Amal'jaa should expect a shorter life expectancy as well. The Ixali have a similar issue, where their objective is to gain wings again to fly, yet once tempered, they will only ever serve Garuda. Why aren't the beast tribes more visibly in a state of civil unrest with themselves? What happened to all the non-tempered beastmen who can see the obvious fact that these incarnations of their deities are no good? Yes, I know about the Amal'jaa warrior tribe in 2.1 and the good sylph. The problem is that there really should be a lot more of them, considering you have to be in the presence of the primal to be tempered, and there is no way opposing beastmen are going to just sit there waiting to be tempered. I guess I just expected to see more communication between the beastmen and the city states than what is present in this game. The current situation feels rather forced and unrealistic.
9) Binding Coil of Bahamut and the Echo: So we are plumbing the depths of an ancient Allagan structure rich in history, and our echo power doesn't even go off once. Besides raising an eyebrow as to how the echo works, it is also a genuine let down in the story telling department. As the player descends further and further into the bowls of the earth to whatever lies at the heart of the structure, wouldn't it be interesting if we actually got some lore on the Allagan empire itself and its reasons for disappearing? But it never happens, even though I positively love everything about the dungeon. I really would have liked going deeper into the structure to be like a journey back through time as the player's echo continues to show him more of the past behind the Binding Coil of Bahamut.


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