As a preface: this post is mostly directly at SE, but those that see fit to reply; try to read this thread with an unbiased view. (as in, try to actually be fair here, please)
I feel that there are several issues with hunts, both with the system itself, and the rewards that it gives.
With the hunts system itself, I think there are several issues.
1. Because people have third-party applications that are telling them when marks spawn, and where, people are able to grind these mobs very efficiently, perhaps more efficiently than was intended.
2. Because these mobs die so quickly, only those people in a linkshell dedicated to these hunts will ever really make it in time to kill these mobs, which means there will be players who are left out. And while new linkshells are being made as old ones fill up, hunts are usually only announced in the main few, so that is no real solution.
3. Because again, these mobs die so quickly, it is difficult, if not impossible, for those players not in a party dedicated to hunting to get full credit - again leaving people out. I hear on larger severs, people have started becoming more and more exclusive with their marks as to limit the people who show up and insure they get full credit - which is the topic of several other threads.
4. By adding this massive grind, you are also alienating players who either don't have the time to dedicate to this grind, or don't like to grind - and while grinding is part of almost every MMO, surely not the amount of time hunts grinding takes, and honestly, the game was fine without this particular grind. And again, people who aren't in the know are also left out, even if they want to/can grind.
And there's also the issue of sands/oils - I see a lot of threads where people are heavily leaning one way or the other, but here's the issue I have with it:
1. People raid for loot. Yes, of course we like to see/down new content, but to varying degrees, it's about loot. Don't argue this one. The loot is the carrot, fellas. Gaming companies know this, of course; this is why there's loot at the end of raids.
2. By making sands of time and oil of time so easily acquired from hunts (1 of each per week for raid groups, 2 of each if you've downed t9), you make it not only easier for non-raiders to acquire what was previously raid-only items, but;
3. Honestly, it cheapens the raiding experience. People do like the loot at the end of a boss fight; while raiding is not particularly difficult, you do need to put in the time and effort to learn the fight, and our reward for doing so is special loot. Loot you can't get elsewhere. When you make it so all people have to do to acquire the same loot, or at least some of the same loot, much faster, is grind - well, it kind of voids one of the reasons to raid.
4. And we can all admit, hunting is a skill less endeavor; you get a location, you teleport there, you run there, you toss a few hits in, repeat. Which means (and this is not to say that coil is hard, or anything) that you're saying that you don't care if people put skill or effort into the game; just boatloads of time.
To all the people who are defending hunts vehemently because they like the fact that they can now get raid gear without ever raiding; the fact that you are defending hunts proves my point. It's not about raiders looking down on the casuals - raiding is not a hardcore task that requires top notch players. It's about the fact that raiding gives you stuff other people who don't raid don't have - the fact that non-raiders want said stuff means the system is working. The people who don't have the cool stuff are supposed to want it; but they're supposed to get it how everyone else got it. If, say, after you had spent however many hours grinding hunts for a full set of i110 gear, that they then made it so i110 gear were given away by a vendor, would that not cheapen your hard work?