I've started to notice a current theme here in that it's Legacy vs Non-Legacy in terms of game design. The key issue with this is Non-Legacy started from level 1 and played through the game where as Legacy started off @ 50 with limited end game content. This set the tone of the game where as Legacy, from the very beginning of ARR, it was log in, complete caps via AK and CM runs and coil. Non Legacy had to grind to 50, challenge all the primals for weapons, complete relics, work on getting DL gear and then start on AF1+ and coil.

The economy is an issue and end game content design needs to be worked out better in terms of how they relate to crafting. Vanity is a baby step just like housing but it's a step. I think materia system need to be further explored for end game use. Also on how end game items are upgraded should be reexamined. Seems silly to just purchase AF1+ where as the story had AF1 a hard to get item. The relic quest is fine example in terms that you need a crafter to make the weapon and bind it with materia as a piece of the quest.

As far as current state of the game? I would still say strong. True people have left with in the first few months but that's normal in every MMO ever made. Yoshi-P has a good head on his shoulders, knows the market, know the genre, and has a game plan of the year. Having said that I do think launch schedule has become backwards and needs to be address ASAP. The original plan was CT > Coil > CT > Coil or i80 > i90 > I95? > i100? I think the devs should focus on launching both CT round 2 and Coil round 3 in 2.3 to get caught up.