Pardon the counterpoint, but if they cut too much of the random questing, we'll end up with more scenarios like the Crystal Tower, with all of the plot details condensed down into far too little time to properly convey the story they were trying to tell.
If you think about it, from the moment Doga and Unei (and Nero) walked in out of nowhere you could tell that they intended all three raids to have a lead-in questline like Labyrinth of the Ancients, but ended up crunching down everything into a few really long scenes with only the bare minimum of narrative coherence.
It also ends up being a huge victim of the FF copy-pasting, because while the actual human-rights implications of the ending are horrifying on many levels, they thought that dropping one name from FF3 and playing Eternal Wind was enough to make it a happy ending.
Ironically, the mostly-original (with cameos) Hildibrand stories are the closest FF14 has come to the classic Final Fantasy feel.