I liked ARR’s dungeon pace. TWO dungeons per patch (one MSQ, one optional). They were still as immersive as the later ones mentioned earlier in this thread.

As far as optional parts to the dungeons, OF COURSE they are going to be skipped over by most people. The DUNGEON DROPS are generally skipped over by most people, let alone crafting gear that needs to be repaired or relic bits once one’s done with that relic. Make optional portions of the dungeon THAT DROP TOMESTONES and people will start to do them. Tomestones are the main reason people run the things after their first visit, after all. Right now, dungeon drops generally serve to pay retainers, and that’s all.

I for one would love to see a dungeon run give Tomestones per chest, and a few extra on the side path (enough that visiting it will give you an additional 15% of the tomestones). Give everyone in the dungeon a job-usable drop as an auto reward for beating the final boss, subject to the Unique tags on the gear. If and only if they have every single piece of taht gear set, then start giving out randomly selected pieces usable by other jobs. Drop the hit-or-miss content and go back to two dungeons per patch to ensure some variety when running the DR’s. Three every two patches is not enough, let alone one every patch. One every patch will do nothing but make people even more sick of each dungeon than they already are. That sickness existed in a much less vitriolic form with two dungeons per patch, and has only gotten worse each time the dungeons per patch have been reduced.