There are a few things that has made this game so incredibly boring that the only times I log in anymore are for raid and capping esoterics. I'm sure I'm not the only person that feels this way, as I've spoken to people with similar views.
I'll start off with the content. Veteran players have so little to do that it's a joke.
-Almost all 2.0 content isn't worth doing unless you're running it to get some glamour you missed, in which case it only takes a couple of runs to grab because of undersized parties.
-The golden's saucers content has run its course as well, with only select rewards feeling like actual rewards.
-Gathering and crafting content isn't fun, at least not to the majority, and even so it comes back to logging in to cap scripts.
-Airship voyages are just another retainer venture with different items, not adding anything special to the table. A single person can craft all of the components and upgrades, and even if you split it up among players, it's just crafting, which isn't really enjoyable to begin with.
-Classes have lost their unique touch. Having every class use positionals is very silly. While dragoon has the most variety out of the melee classes, ninja and monk are far too similar. Melee classes all come down to: Keep up dots, refresh class specific buffs, follow positionals in-between. Mudras are supposed to give ninja class diversity but instead of getting an update to that we've gained duality, dream within a dream, and emnity skills. Basically they gave us filler instead of continuing upon our uniqueness. On the other hand we have MCH and BRDs which are now BLMs 3.0. Why make ranged classes sit stationary? Sure, it makes it harder to pull maximum damage, but when you have a class like summoner who can still utilize most their mobility and still pull high numbers, there's absolutely no reason for bards and monks to play almost exactly the same and be forced to sit stationary.
TL;DR:Summoner currently stands as the most unique dps class in the game, while the other dps jobs just feel like slightly differentiating clones of each other.
-Lack of new dungeons and trials has the game being left in a ghost town.
/You have 3 new trials (technically 5, but they're just amped up versions of previous trials.)
/You have only 2 viable dungeons to run for esoterics. This has mad me procrastinate to the very last second to cap esoterics as a feeling of dread washes over me just thinking about it. The only way I felt this way in 2.0 was when Sastasha HM was in the expert rotation, I really don't need to say more on that. Announcements of only 2 new dungeons means this pattern will continue and this is disheartening.
While quality over quantity is usually better, if there's hardly any content, the quality of the content does not make up for the lack of content.
/Like 2.0 suffered, you have very little variety for dungeons to run to level with. This makes leveling far more tedious as not only are you having to run the initial dungeons starting from 28 (Haukke Manor) that we've had to run since the beginning of 2.0 as well as having to run the new dungeons far more than we ever had to do in 2.0 due to the exponential growth in the experience cap. This wouldn't be a problem, but we're not given sufficient alternatives to level our battle classes. While crafters and gatherers can grind out their levels, or do a small amount of leves to gain levels quickly, battle classes are left with leves that barely give us any exp, spread out and unrewarding fates, or doing very limited sidequests that give barebone exp to begin with. The hunting log was a fantastic feature, which not only gave a decent amount of exp, it was a breath of fresh air from running the same dungeons and grinding the same fates over and over.
There's no reason it should be so hard to hit level 60 on an alt class. I had tried out every class except for one in 2.0, but now I feel like it's too much work.
TL;DR Leveling alts is now far more tedious and no longer gives the feeling of being able to easily try out all of the classes.
/There's one last thing I would like to point out about the raid content. It's got nothing to do with balancing or anything like that. (Though I would like to note that fights like Alexander Savage 3 should be bug tested more as it's quite buggy.)
During coil, you had the sense of adventure, as you progressed through each turn, you got closer to the mysteries of the coil. Each week you were fighting for not only gear, but to see what happens next. During Final Coil most of us were excited as we were stuck on T12, to see who exactly would be the final boss.
Alexander has done the exact opposite. You've released a very easy version of raid, letting us all clear in one day, ripping that sense of wonder out of our hands.
All in all I've not really wanted to play this game, but it's not all been bad. I've enjoyed lots of the new glamour. I loved the new developments in the story. The new mounts and even chocobo armor are pretty awesome. The hunts for the most part look cool. Some of the new fate bosses look excellent. There were plenty of areas in the new world that I enjoy visiting as well.
All these things are nice, but it's not really long lasting content, and at this rate I don't think I'll be inclined to purchase future expansions and will eventually drop my sub.
If there's anything you felt I missed or simply have a problem with something I've said, please feel free to say anything you'd like.