This game reminds me of FFXIII at times, and not because of the haircuts:

The Binding Coil of Bahamut; Turn 1, Turn 2, Turn 3, Turn 4, Turn 5, Done.
The Second Coil of Bahamut; Turn 1, Turn 2, Turn 3, Turn 4, Done.
Crystal Tower; Path 1, Path 2, Path 3, Final Boss, Done.

So damn linear...

Dungeons are a bit better at this, but rarely. Most of them have optional corners to go in. Toto-Rak has two paths to pick from that lead to the same place. Tam-Tara has you getting to the boss, but having to go somewhere else to unlock it to move forward. Why are examples of this so rare, and completely lacking come endgame?

Can The Third Coil of Bahamut be more like;

Turn 1, unlocks Turn 2 and Turn A.
Turn 2, requires Turn 1 completed, unlocks Turn 3 and Turn B.
Turn 3, requires Turn 2 completed, unlocks Turn 4, Turn Alpha and Turn Omega.
Turn 4, requires Turn 3, A, and/or B completed.

Turns A and B could just be similar to the first Turn 3 but with a point/boss. Turn Alpha and Omega could just be optional bosses for when you've cleared Turn 4 for the week. Remember when Final Fantasy games had optional bosses? Lets get more Ozma please.