He's right, there's no point leveling chocobos unless you want to solo SB and even then the more ranks you get the less time you can have them summoned so by the time you reach rank 10 you can only have them out for 15 minutes, yes it's that bad. About the other stuff, there's also really no point in future proofing for the expansion when it's very likely they'll add the Echo buff to everything so new players can catch up in just a month after it's released.

They messed up hard on progression by having just two clear upgrade options and one of them only matters in a dungeon you can only run once a week and already invalidating all pieces of other content. This is a side effect of removing additional stats like Enhancing Healing Potency, Enhances Jump and what not and also relying in just two pieces of content where that relevant gear drops: primals or two weekly locked dungeons, because grinding tomes isn't really content and it's a reward for doing content. Then there's also the fact that we're still missing Skirmish, Hamlet Defense, Chocobo Caravans, Faction Leves, Beastmen Stronghold coffers, NMs, content that was in 1.x and not all necessarily instanced and that offered more variety of sidegrades, sure some of those might not have been that fun but they could have revamped it like they revamped a lot of other stuff.

I agree there's really so much content that the devs can produce at any given time, but it's discouraging when most of it seems to be focused on just dungeons and primals and there's not enough open world stuff or just different types of content, again as an example Skirmish was a fun timed gauntlet against multiple NMs or Hamlet which brought together crafters and gatherers, you're still killing stuff but they offered varied ways of doing it and a creative team should have no trouble coming up with sometime good right? I'm not saying that dungeons and primals themselves are bad either, just look at Pharos, it's a good dungeon but it just doesn't offer anything that makes you want to do again and again over other dungeons that are shorter and more straight forward and offer the same rewards, because really currently the main purpose of endgame dungeons is grinding for tomes and pocket change, there's nothing else worth getting from them aside from maybe the rare minions or housing materials.

Doing stuff only for fun is ok, you can find fun in anything but a lot of people like their time being worth something and this is a videogame and mainly an RPG so they'd also like meaningful rewards and a bigger variety of places and ways to obtain them, at least that's just me and sure because it's an RPG that means there will always be an item that's mathematically superior to everything else and in theory should be the hardest to obtain, but having that item locked behind a once a week barrier also leads to people only playing a day or two and once again thinking there's no point in doing stuff, nevermind that they're removing the locks eventually but you can be sure the next tier will also be weekly locked and thus the cycle will repeat.