As you said, any time of content released will take a different direction due to the player base (e.g. hunts). I fail to see how this can be solved by SE. Content will come in 2 kinds, those in which you can carry people, and those in which you can't. Anything that is the latter will be called too hard (e.g. : OMG, everyone has to know how to play to game to clear this!!11!!). Anything that is the former is called too easy (e.g. : OMG you can just watch netflix while 23 other people do work). There is content they wish for players not to do this in and they decide to not allow random matching so they can make the fights take more than the dungeon timer to learn. In regards to non instanced content, they might as well not release it because it will be destroyed by the player base on launch. The tactic will always be "throw more people at it (i.e. the whole server)" so it degenerates to content type 1, where you just have people pressing 1 button and watching netflix. When they have countermeasures for this, players will complain that content is "too restrictive".


Would you be happy if they releases Void Ark not on the DF and have second coil difficulty, so you have 23 people out to get you with their voices and shrieks. Or they release it at CT difficulty where 2 parties press 3 buttons and the 3rd party AFK. As long as it is going to be randomly matched, they have to make it so easy that every mechanic of every fight is learnable in the first run. I mean let's be logical here, content will either be clearable in the first run or not clearable in the first run. What do you even want?