The problem was, dynamis did incur a lockout (not an entire week) and also had quite a pricey tag attached to it initially.

Also, what you described is instances where content was developed over several years. When we get to that point in 14, all these "OMG this game has no content" issues will disappear. Around the time of ToAU, we finally had enough endgame content to keep even the most hardcore shells in game the entire week.

It just will take time to get to that stage again. 11 never felt boring because you could always be doing something. However, that 'something' was often very time consuming. You could argue about this contributing to 'content' I suppose. I don't think you would find many people who would enjoy the old HNM system. Finally, dynamis was added around the December of the year of NA PC release IIRC? Then we had something other to do than camp the kings and level other jobs. Leveling also took much more time which created this artificial feeling of having content to do. It wasn't really content....just a huge time sink.

I've always been interested in exploring the concept of time management in MMOs. To me, I think I like having to spend a lot of time to get things done even if I know it's just giving me false senses. Leveling was done in such a way that it allowed us to explore the world they had designed and it was a pretty elaborate one at that.

I think what many of us have issues with is the fact that we are rushed to endgame and then given nothing to do. We think: either make the journey to 50 a little longer but enjoyable or increase the amount of content at endgame. Give me something with an abysmal drop rate that I can farm over and over again with a willing group. It's why I love farming Ultima and the extremes so much. The chance of loot is rare, the risk is great, and the odds of winning are against me. But when I do win and when that loot does drop (58 runs for Ultima's choker of striking), it feels amazing.