Going off the number of likes on a forum that has heard this same conversation ad nauseum does not a good metric make. Similar types of threads to this have been coming up ever since XIV: ARR released, and they've generated (cumulatively) thousands of pages of discussions. It's clear there's interest.
I agree that the barrier to entry for XI end-game was high. I wasn't intending that to be kept. All that said, at the end of the day, MMOs should never shy away from content that requires tens of hours of investment. By all means, keep creating more casual content that people with less time can enjoy, but there needs to be some content with meat on its bones, too.
Finally, as to your comment about length of gear relevance, SE should again follow the model they already laid down with FFXI: introduce new gear that offers improvements while not rendering old gear irrelevant. They're fully capable of it, so why not design it? It successfully drove FFXI's end-game for years; was it really necessary to scrap it in favour of an idiot-proof iLevel system requiring no thought whatsoever?
This is a very tired argument. There are plenty of examples in FFXI (or other MMOs) that managed to create deep and time-consuming content without resorting to 1-5% drop rates. I agree that, if forced to choose between playing the RNG for a year and the current system, I'd pick the current system; thankfully, those aren't our only options.
Hijacking slightly, but I'd like content that honestly feels different. Like FFXI had.
I want options like Sky or Sea, where I can work my way up through tiers of NMs to spawn and beat a wide variety of bosses (note that the content contained in these two sets of events is more than XIV: ARR has featured over more or less its entire lifespan, raid-wise). I want options like BCNMs and KSNMs, which provide both a chance at decent rewards AND an extra reward for killing monsters out and about in the world. I want large-scale group options like Dynamis and Einherjar for Free Companies, mid-size options like Salvage for Duty Finder, and small-size options like Assault for entertaining myself with friends.
FFXIV is lacking this variety and depth. None of the Raids launched thus far have featured the amount of content of any one of these items, and they're rendered irrelevant within six months to boot (let alone the other end-game options FFXI had).
And people like you, who are trying to defend the amazingly shallow experience that FFXIV's combat-focused end-game provides, really do a disservice to everyone. The most anyone can honestly say about XIV's end-game is that it works for their needs. If that's your position, just state it and move on (or don't).
Trying to argue that it's got plenty to do is absurd, because CLEARLY there is a number of players for whom the content isn't enough. SE shouldn't just ignore them.