I think part of the problem is that MMOs have become built around progression of some sort. We're lead through what often times amount to a un-engaging trek to the endgame which is often times revolves around gearscore, instances, etc... Older MMOs, while progression was important, it was usually a side effect of simply engaging with other players. Yes, sometimes getting that next level would be a motivation, but what kept me logging in were the social bonds and camaraderie that occurred playing with either guild mates or even players you were pugging with for the night. Of course, these MMOs had their own design flaws and unnecessary time sinks but there was also a strong sense of mystery, immersion, fear, etc...

The reason some players have a strong feel for the original 1.x version of FF14 is that it was intended to harken back to a lot of older MMO principles while streamlining the unnecessary bits. Unfortunately, it launched half-baked. There are a lot of things I miss from 1.0. There are also a lot of things I don't miss. I do prefer the original direction of FF14. However, Yoshida has typically provided a polished and very playable MMO (no game is without its hiccups).

Unfortunately, I do worry about the future of FF14. In its current form, I do enjoy it. However, with a growing reliance on things like currencies, gear grinds, lockout timers, I'm afraid that it will just become a game with a variety of "okay" activities that are tied together through currencies as opposed to a variety of engaging, fun, and challenging activities that provide a wealth of goals and achievements to attain. I think that is why many look back to FFXI. Yes, it could be time consuming at times, but it featured a variety of types of content. Some players found a niche in a subset of that content. Some enjoyed all of it.