I'm currently working on another Zodiac weapon and Anima weapon and I can't help but see such a big difference between these two quest lines.
There is no doubt we will see another quest line similar to these in the future.
I am wondering what your preference is. What type of weapon quest line would you like to see in the future?
Although I have only experienced the Zodiac quest line post-nerf, I personally prefer the Zodiac Quest line.
To start, the first step in obtaining the relic weapon has a unique story for each class in the Zodiac quest line "A relic reborn."
The AW quest line does not.
In the ZW questline, you follow in the footsteps of former heroes, to strengthen the weapon. (Zodiac Books)
In the AW questline, you just go to a few dungeons to strengthen the weapon's spirit.
To me, the ZW seems a lot more interesting.
However, doing the books is more tedious, BUT the variety of things "killing mobs, doing FATEs, Leves, Dungeons" gives us different things to do.
Alexandrite and Materia vs Crystal Sand and Umbrite
Although they come at different points in the quest lines, they are comparable.
The Alexandrite and Materia one stands out better than Sands and Umbrite to me.
First, there are many ways to acquire both Crystal Sand and Alexandrite. Neither is really preferable.
However, materia is better than Umbrite.
Materia can be gathered by yourself relatively quickly. It can also be purchased. Many different activities can spirit bond gear.
However, Umbrite is acquired though one method: Tomestones. And the only reasonable method of getting them is running the same dungeon(s) repeatedly or doing roulettes every day. Nothing else even comes close.
Materia wins hands down because there is less monotony required to get it. Plus, if you have money earned through crafting or just saved a lot, you can simply buy materia. Can't do this with Umbrite.
Gather light vs Gather a whole bunch of seemingly meaningless items
Gathering light is preferable. First, it takes zero inventory space. Second, it can be done through a various activities that actually require(d) fighting.
Gathering light means / meant going into dungeons / PvP and fighting. A key point is that it can be acquired through a variety of dungeons.
On the other hand, AW weapon items (unidentifiable items and those crafting items) can be gathered through activities which require little / no skill. Therefore, making them boring and grindy.
Beast tribe quests are repetitive, boring, and honestly, way too easy. Even Heavensward ones. They can be bought with Allied seals / Grand Company seals. Or easily made through crafting. Or just purchased with, yes, tomestones.
Gathering light happened naturally as you FOUGHT. It is simpler, takes no space, and it's faster. No exchanging items every day.
Furthermore, you got a lot more light from difficult Instances than from easy ones. Going to a raid is far more efficient. Again, this gives players a reason to challenge difficult content.
AW has really no incentive for this.
ZW questline - Gather meaningful items (Ponze of Flesh etc)
In the ZW questline, you are tasked by 4 people to gather a variety of items. Most from top tier dungeons (at the time). A couple items from vendors, and Grand Company Seals.
But the key point is you are sent to tough dungeons. Again, to fight. Plus, each person explains the reasons for needing each item. Unlike those cursed unidentifiable items.
In the AW questline, you are never really tasked with fighting anything tough. You can just gather ESOs running Aetherochemical Research Facility all day and get almost everything you need. Umbrite, Unidentifiables, Aether Oil. It's basically all about ESOs
In summary
AW questline:
More monotonous
More grindy (gathering tomestones for almost everything)
Less fighting / Easy fights
Less meaning associated with items tasked to gather
No unique story to your weapon
Requires a lot of inventory space
No title awarded (I think they said the AW questline was finished?)
Little / no incentive to challenge difficult content
ZW questline
Less monotonous, but has some monotonous parts. Need less monotonous quests in the future.
Required to partake in more difficult fights / dungeons.
Meaning is assigned to the items you need to gather.
Each weapon has a story.
More variety
Title awarded
High incentive to challenge difficult content. Often required.
So which did you prefer? Do you have a different perspective on these quest lines?
What type of relic quest line do you want in the future?