I don't really care about what the next land is as much as how it's done.

Throughout XIV there's always been a failure to scale things in a way that seems realistic. How does a nation the population of which—at its zenith—was only some twice or triple that of Ulduh at most have a city some fifty times its size? How does entire nation of Doma have only some two villages' worth of population, and only one of which still producing or self-supporting? And how do you possibly maintain so many diverse and mutually semi-hostile tribes as the Xaela's in a land as small as the Azim Steppe?

The format always feels about the same, too. Early hub, late hub, and neither particularly a place any adventurers would have reason to hang around apart from acquiring and cashing quests. I'm not saying I want dedicated dungeon entrances or anything of that sort—gods no—but I'd like to see some variation from the entirely quest-gained-from-NPC-leads-to-nearby-area-to-kill-a-few-mobs-or-right-click-on-destinations-and-return-only-to-move-over-a-quarter-mile-and-do-more-of-the-same formula. I'd like to move away from the thus-far conventional take on quests and open up the world more to openly accessible lore, world story, zone thematics, challenges, and so forth. I want to see something new in its gameplay, mechanically and in gestalt, not just in its skin.