The new 50+ dungeons give a lot more exp along with new gears, there's no point zerging FATES in the new zones, unless if the map is crowded enough then you can tag some mobs & rush to the next fate. I do prefer this method, making FATEs into something you would only join if they appear on the way, while exploring/doing quests in the open world, not just a zerg fest. And if you do dungeons more often on your main job, along with main story quests, you can leave a bunch of sidequests for leveling sub-jobs later.

The only thing I'm disappointed with is A/S hunting. There're a lot of ways to make world bosses fun, just take a look at Korean MMOs, their world bosses are a lot harder, but they aren't just big meat bags. They summon adds, do 1-hit instant kill AoE (with shapes & patterns, not just a round circle), some bosses come in pairs, & have real mechanics like actual instanced raids. That will require people to communicate with each others, joining guilds on teamspeak, & become part of guild's daily activities, keeping the community together.

I have joined a guild that can gather 2-300 people on teamspeak at the same time to raid those world bosses, & it usually takes 2-3 complete wipes before we successfully did it. That's how hard world bosses should be, extremely fun to do, even if the actual reward isn't worth it (Korean MMOs tend to give 1 single item drop to world bosses).

I never played WoW before so I'm not sure what model is SE following right now, but I hope they can learn a thing or two from Korean, their MMOs just keep getting better & better gameplay-wise.