In 1.X I think in part the low population, slow gameplay, and large zones made NMs feel nearly exclusive yet open world with limited toxicity, no/little gil profit from u/u items and fast spawn times also helped a lot. That was the feeling to recapture. NM hunting through leve's sounds cool, also said it a few times but FFXII hunts please lol (hunt board is public, I mean you do a back story get some tips on locating the mob and then get to the area that is instanced to you and whoever is with you).
Edit: looks like you made another post pretty much saying the above for why 1.0's worked without too much issue lol
I believe over time you'd be able to recapture that experience even in ARR but in the first month of it being available people would swarm it too hard... (B ranks are very close to this, minus unique drops - if no updates happen to A/S Ranks then they would be too, since people will move on and leave them alone).
"So you don't want to share" In a sense yes, lol. The current 'NM' combat is boring (imo) and feels very much like all that matters is attrition (hence boring). I'd like to see a system everyone can be a part of that shares not sharing :P. No dungeons don't count, its about experiencing the open world and finding them too. <--- Not everyone that wants NMs wants non-competition, so I'm not trying to speak for everyone.
As listed above I'm sure part of the reason for 1.X working for me <-- (me) although I believe the rare/ex u/u was the biggest factor combined with low pop times. I felt no exploitation and had loads of fun hunting the NMs down and acquiring my trophies. I feel 'negative' fun doing hunts. Leve, hunt board (--/FFXII/--), tome purchasing tickets, forced pop gathered items, phased NMs* whatever I want me some NMs.
*I think experimenting with Phased NMs could be fun, monster wanders around in the wild (phased to you only) so no one can help you find him nor take them from you. If the drop chance is not 100% then spawn times are bound to you and your second chance bound only to you. This would be very similar to a FFXII hunt board except for the fact you didn't know about them until you saw it rather than "Oh I have a quest in this zone for Fatty McSnurble-lot.". Party leader decides location of NM, the only pain is if they add long window times then there should probably be some special loot system like each person gets their own loot pool. For short times its not really a problem, I remember killing that snoozing sheep 6 times because I duo'd it with a bud (and we had fun).
Burning circle is fun too just not the same experience I hope to see, I like colosseum like content (primals are already there but more is not bad, I don't think they could fit into a DF scenario though).
I could imagine cannibalizing part of the current hunt system, for example S ranks already have pop rules, just modify them a bit or add items as part of it, use the the hunter in zone to help find the pop location and then when you complete the requirements the pop site will activate and you can start the battle - locks party structure in place and phases that particular battle in the open world. B should aggro again imo, and can drop neat little trinkets (of little worth, but still on the mark seal system). A ranks could go either way, perhaps a distinction can be made from each that is simple like b are open world to everyone, A are by rules that you may unconsciously complete (weather, monster kills, ect) and then become phased to you (visible to others once aggro has been obtained), and S are by force pop (with maybe rules). S ranks could actually be BiS or make gil because they're force popped though. Some people may actually like ARR's current hunts so just different system might be a better idea. I'm not a fan though, unimportant ones are undesirable unless you have a quest (awful feeling imo), and A and S either get an epic laggy train of no combat challenge or not enough and is a pointless wipe fest against mechanics clearly designed for more people than it should need (the rewards do not meet the amount of people needed, thats because SE had to design to FATE mechanics - which FATEs are great for random things to--- squirrel, do and experience but poor when you want a particular experience). Cannibalizing would be a "I'm thinking of only myself.." lol I admit it may be messy and terrible if others enjoyed the other system.
Also.. Add aggro back #_#..