The issue is the way XIV is designed. Other games have lockouts but they handled them much much better.
I will use the big 2 other mmo that people in this game came from:
XI had lockouts - they involved between 6-50ppl could take any amount of people and there was numerous activities to do at once. (Equally valid content with and without lockouts)
WoW had Lockouts - you could take your entire/most your guild without leaving people out. Yes WoW had lack of content when you go to the end, but it was focused on the entire group.
XIV has linear content to the extreme... where 1 piece of content vastly superior to all other content in terms of reward. The same content forces a low man structure. And it imposes extremely strict lockouts (once a week only... most games it is 48-72hrs)
- You can do ct2 next patch, but everything is subpar compaired to coil and Solidery gear (Since it can be upgraded). Except the tombstones, oils and sands.
- New primals will last for alittle while. 1 month at most for people already at endgame.
- dungeons only purpose in XIV is to get Soldiery or Myth for Relic Quest
- Maps are for vanity pets or Alexadrite
- Old CT is vanity only
- Old Coil is subpar compaired to everything in 2.2
- Ifrit/Garuda/Titan are for vanity only or pet collecting
- Hildebrant quest is good once through for story
- Quest are good once through for story.
Unless you are collecting vanity items or pets... the only valid content is coil and Levi. And 1 has a week long lockout. For anyone who can beat coil the game has 3-4hrs a week worth of valid content.
That is the problem with XIV... there is 1 piece of endgame content and it has extremely restrictive lockouts. They need to either add more content that is valid or remove the lockouts... If people burn through it too fast the devs need to either A) design content faster or B) add different forms of content for endgame... not just 1 set of instanced boss fight (it is not even a raid technically).