Thing about BA is it's not really anything like a "public dungeon." Eureka proper is much closer. BA lacks objectives for multiple separate groups to do and expects everyone to form up together. If the true design is that we're just supposed to make a ragtag team out of everyone who enters and the players in the area are obligated by some code to invite every single person who zones in, obligated to spend resources raising them, etc., then how is it anything but Duty Finder? At that point it's really the same thing but with the expectation that players do all the inviting, and the penalty that no matchmaking is done to ensure a viable party composition with enough of each role to complete their expected duties.
The closest analog to a "public dungeon" is really outdoor Eureka. It compares reasonably well to a revered public dungeon like Sebilis
https://wiki.project1999.com/Old_Sebilis
Basically every labeled area on that map is an independent objective with its own purpose for being. This is your "heat box farm" in the same zone as your "reflect farm" in the same zone as your "NM prep party." Your group, of any size of your choosing, has its own little pocket of something to do (which may be contested by other players), but you're still in a shared public map so if your party needs raises, or someone else's shouts for support, you can reach each other for that sort of thing.
But what about the raid targets in the zone? Trakanon down there at location 4 on the floor 2 map? That's your "public raid" target. You'd bring a few groups, maybe 20-60 people depending on the skill level of your guild and on who was available, and so would the other guilds who were interesting in trying. At that point, it was a fight to be the first guild to perform an aggressive action on the boss. If a raid who did *not* get first aggro attempted to kill the boss and take the loot, they could be reported to a GM for breaking the rules. This was brutal. Most guilds for most targets would just try to be there first with a holding party strong enough to aggro it and stay alive until the rest of their raid arrived. Some would intentionally train the other guilds with surrounding mobs to try to get them killed. What absolutely never, and I really mean never, happened, was that two separate raids would help each other kill the boss and share the loot. If your raid leader thought the other group might wipe, you'd stay there to pull the boss when they died. If your raid leader felt that wasn't gonna happen, you'd move on to the next target. Going one step further, sometimes there was a progression in an expansion wherein your guild had to kill one raid boss several times before you could even attempt another raid boss (either because the first boss dropped keys, or because you really needed the gear). In practice, what this meant was that the top uberguilds on a server would go back and kill old targets they did not need any loot from for no purpose other than denying any other guilds even the chance to come compete at the higher tier content.
So outdoor Eureka is the "light" version of that. Everyone gets shared credit for raid boss kills, so there's not much reason to try to exclude people who aren't your tribe from helping to kill them. So great, outdoor Eureka has made a modern, more tame version of a "public dungeon" with "public raid targets".
So what's the deal with Baldesion Arsenal then? Well, it's a "raid zone" more akin to something like Vex Thal.
Every numbered spot on that map is a raid target. The trash is designed to be fought by a large raid. There is literally nothing to do here if you're not part of a large group. Sound familiar? Yep, that's the Baldesion Arsenal model all right.
So how was Vex Thal handled? Well first of all, the higher tier guilds on the server were monopolizing every Emperor Ssraeshza spawn, a boss in a completely different zone who dropped per-player keys needed to enter Vex Thal. So right off the bat, if you wanted to get in, you left your guild and your friends and joined a top tier uberguild, or you accepted that it was going to be months of trying your best to snipe a few Emp kills out from under the noses of the uberguilds. Good luck, because they had every resource under the sun. Even if you got first aggro and got to try, you were probably going to wipe, and the other guild was going to walk in and kill the boss, preventing you from getting any practice. And what they certainly were not doing was sharing their strategies with you. Anyone who got caught doing so was risking their guild membership and their reputation. Okay, but let's say you've spent the months, gone through that process, and gotten your entire guild keyed. Now what? Vex Thal was a first aggro zone. If my guild killed the first boss, your guild had to leave the entire zone or be punished by GMs. We won for the entire week. Game over.
Everything I just said applied to Final Fantasy XI as well. Just with more overt racism because people are stupid.
So what's the tl;dr here?
Not cooperating and sharing raid bosses is nothing new. It's not caused by "kids these days." It's not caused by "WoW players infecting my precious FFXIV." It's something that has never in the history of mainstream MMOs worked. Baldesion Arsenal as a "public dungeon" was a fundamentally flawed idea (even though I love the zone itself and think it's really fun . . . once you get in). Eureka proper already is the public dungeon, it's just mostly outdoors. If you want a public dungeon, ask for more Eureka. If you want a public raid, go to university, double major in Sociology and Game Development, minor in Psychology, finish a PhD or two, and make that game. We'll wait.