Not really, my main is on Cerberus, it was BEFORE we can lose houses and there were just slots available, without any kind of timer (even for mansions you could take benefits of the weekly price decrease).
I'm in the game since the 2.0 Beta. You can't understand my point of view if you don't take that in consideration. The whole system was to me already a fail. And it was even more disppointing after.
And making gils IS easy as soon as you know what to do. You don't even need to wild grind or play 8h/day. Since ARR some players have realized you can make 1M (or more) a week. Currently is it far easier than in ARR. People just don't understand how it works and how to do. The first relic was so expensive players had to make tons of gils to buy materias.
40M was the average cost of the Zeta (all steps considered) at its release because of RNG (and the need to have the right relic for Coil BiS).
Not quite exact. You seem to be confused by static memory and dynamic memory. From this perspective, there's no difference between dungeon and instancied housing as soon as it remains an ephemere instance. They still have datas to load. Where wards are differents is because you have to load all gardens at once that is pretty heavy for dynamic memory.
Keep in mind that one player is still in one "instance" at once anyway. And dungeon means monsters and dynamic management of datas for them. Instancied housing as apartments is more a database mapping and index problem, than a dynamic memory problem. That is the difference with wards that are both a database mapping nightmare AND a plague for dynamic memory. I make my bet that wards are some kind of remanant maps (as main maps are) rather than "instance" (as dungeons, even Eureka are).
Even if the 2.0 ARR were a full overhaul from 1.0 it's still a technology of database mapping from 2010~2012. Server side, I doubt they have made an overhaul from SQL-like (UML mapping) systems to a no-sql technology.