I'm honestly very happy for you if you truly feel this way.
I held back on replying to this thread, but I feel like saying something now..
Let me just describe why I loved this game back when I was new:
1. The system was fresh. First game I've ever played where I had to dodge and do mechanics at the same time as a healer.. as opposed to just mindlessly topping people/tanks off and providing buffs as most of the games I've played enforced. I actually had to completely erase the habit of always having people topped off-- because I realized that timing is everything in this game, you need to have a good set of priorities to play optimally.
2. Having my relic actually meant something. It meant that I was skilled enough to finish all of the primals back then.... and it didn't feel like a looooong painstaking, mind-numbing grind.. it was the complete opposite, it was a lot of fun!
3. Having my relic increased my chances of doing BCoB even though I was new and was still learning the game. Relics back then wasn't just "weapons for casuals that have a lot of time on their hands". (I'm sorry if this isn't the case for you, but for me and for some of the people I know, relics were reduced to that idea) It wasn't just the "convenient way" of getting a weapon that's strong enough, it actually mattered for raiding. These days I feel like they try to make it seem like we have a lot of content by making some of the primal weapons relevant/strongest at a given time (like ravana and seph weapons were) and then release the relic to make us grind again for it as an alternative to the final turn weapon in the current raid content....
This way SE made me feel that they were releasing content one at a time, each time offering a slightly higher ilvl reward, just to make us grind and say we have something to do.... as opposed to making it a necessary step to take in order to reach a greater reward (which was the relic back then).
4. Player interactions were a whole lot better. People were actually willing to teach and take you through instances/primals etc. Why? Because in the end you can get your relic and you would be a good candidate to raid with. What's the difference now? Its either you clear x primal once and pray to god your weapon drops, convince 7 other people to grind the same content with you (slim chance without a static), sit and wait for the relic to come out to get a good weapon, pray to god that a static will take you in with your current gear/weapon, or not raid at all.
5. People were actually driven by the story to clear current content. Everyone that I know would tell me Alex is so boring, Alex is bland, Alex is a piece of sh*t, etc... Personally, I have no problem with the turns themselves because everything is fun as a healer... But I understand where my friends are coming from. Back when we first saw Heavensfall on T9, we were so amazed and surprised-- it was something we haven't seen before. The stage turned dark and welcomed a new set of mechanics. Back on T13 everyone was happy they finished all turns and got to watch the ending. All the time we spent raiding felt very rewarding.
With the system we have right now, you get an idea of what's going to happen in Savage by clearing Normal Mode, plus you get to finish the story... For a lot of people that takes away the level of excitement they get after a long brawl with a boss in an instance because they know the reward that they'll be getting is just the gear, which will be replaced by the next update.
tl;dr: I feel like they've stripped away a lot the fun elements I loved and enjoyed in this game. Player interaction is getting lower and lower each update with the new materia melder and Normal Modes. Before, I would log in excited to meet new people and help them clear content that they need (not just some alternative to a harder content)... Now everything feels like it has to be done with a static because nobody interacts anymore. The game is not producing any new skilled players this way (unsyncing aside).