Not the point I was making. Endgame movesets aren't limited, they are static, which is different. You have access to all skills in the game and you get a choice of which to use. At lower levels you go from full access to a subset of skills. Some of those that disappear can also detract from the enjoyment of playing the class. One may call this "challenging". I refute that and equate it to being tedious along with an excersise in patience.
There was no focus on material rewards in my statement (scaresly one third of it if you want to be pedantic), unless you bundle up my mentioned of lack of variation in dungeon content in terms of layout, objectives and monster lineup. The statement may have been compact, but it curtly summarizes the state of all dungeons in the game at this time.
All three aspects are what I believe are reasons players shun away from repeating low-level content. Not the only reason of course, but it plays a part.
As an example: classical roguelike and roguelite games provide no long-term rewards or rewards that carry through to subsequent playthroughs of their content, but fans of the genre keep coming back to the same dungeon over and over again since the dungeon reinventes itself and presents the players with a sense of exploration and adventure.
This is sadly not something XIV can do without a major overhaul. However, SE should be able to change the monster lineup in the dungeons with less effort. Imagine running something like Tam-Tara and coming across a Hectaeye from HM instead of a normal pack of monsters. Want to make it materialistic? Make it drop extra gil and an Elixir or a key to a locked chest somewhere else in the dungeon.
There is plenty - Meeting a fellow playing in the field (or PF) and tackling content together can be very ejoyable (regardless of content level) and I have through that come across quite a number that I now play with regularly.
Playing the DF lottery across realms and languages? Not so much. Making such a connection is rare and transient.


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