The fact that the 3.x design decision for endgame goes from pure faceroll to be able to go into a savage encounter that drops BiS equipment is a gigantic design flaw that must be addressed in 4.0. Having a gate that tests player skill between the braindead content and the most rewarding content in the game is common sense.
T9 was a gate to get into final coil was a great design that improved the average player skill across the board in those dungeons in 2.4 and onward. It reduced frustration from non-static but skilled players and it created tighter knit endgame communities. This is a stark contrast to the current PUG environment. Sure there were trap players back then, but T9 was keeping the most underperforming players at bay, and this was good for the game. Sure, people could buy a clear or get carried back then, which did happen, but it was better than no gate at all. And when players were ready, they would clear T9 and would be better players going into final coil than if they were just let into final coil the way current endgame is designed.
If this design isn't duplicated or with tweaks in 4.0, then there needs to be other ways to keep players who have no business being there out until they are proven to be ready for it in both game knowledge and job skill. What are some ideas that we can give SE to keep the skill curve balanced instead of going from one extreme to the other?
edit: 2.0 had demon wall as well which really helped wake players up and learn their jobs in 2.0 and 2.1. For those that don't know Amdapor Keep had a dps check with an enrage(hornets and damaging floor along with an insta death push back if not positioned right). Yes, a 4 man dungeon that actually challenged player skill did exist at one time. This type of thing needs to be brought back as well. Dungeons should be scary places that are moderately difficult, require crowd control, mechanics, etc. This also helps prepare players for endgame.