Fixed that a bit for you.
I personally would like to see more middle-ground content too. Like, fixing dungeons to actually require a bit of thought, and not as just a means to an end for tomes. Like idk have a dungeon drop a random coin after every run, with there being 8 different coins, and if you get into a run where between 4 of you, you have all 8 coins, it unlocks a secret boss that gives bonus tomes or a special glamour piece but is especially challenging, and if you fail it, you have to wait until another group has all the coins between them again. (The coins, of course, being kept in the Key Items tab so they don't take up actual space.)
Perhaps adventure-style content, where you have 90 minutes to get from point A to point B, and have challenges and camps in between. So maybe get plopped onto an island in the Sea of Clouds, and you have to recover a downed airship. You fight some mobs that respawn, and you reach an arch that you can't pass until 10 minutes have passed. In the meantime you can farm the mobs, or do some gathering. After you pass the arch you're in a natural arena and have to survive 5 minutes of mobs rushing you, and then you reach the second camp, and you progress to the next obstacle. Obstacles would be randomly generated from a specified pool so no adventure is ever the exact same twice. And make a moderately challenging set-up available for DF, and a challenging set-up available for premade parties.
I would also like to see an alternate take on raids- I used to play DDO and in that game, raids were entire storylines that you could play through once a week, iirc. So instead of getting one big boss rush we get a storyline that involves us going into an 8-person dungeon, and then a 16-person dungeon, and finally it culminates into a massive 24-person boss battle.
Obviously I'm no game designer but I'd just like to see more content with a narrative, something with a goal other than just "Oh I have to run this dungeon to get tomes and my new gloves."