Fair enough. Perhaps I jumped the gun there. Can't help it when I've had that type of response happen a lot.
Indeed, we can. For the most part at least. I do think SE could invest a lot more back into this game which would naturally allow more content, or increased improvement to what's already offered. But that's a whole separate topic. And more a SE problem than anything the developers could be faulted for.
It isn't so much what passed expansions did but the lack of innovation and depth content has. Take Eureka, for example. The concept of an entire zone dedicated to our relic and exploration is a neat idea. Instead of expanding on that after Anemos, we instead got mobs with insanely bloated HP pools partly because the dev team disliked NM trains. How much better would it have been had quests been added, some form of monster log, mini-bosses that had some mechanics or something. Basically, make Eureka feel like that expansive zone with several different ways to progress your relic or knock of achievements. Deep Dungeon shows you don't have to add much to make content feel better. The higher floors are all the same dungeon trash but the necessary crowd control, priority mobs and etc make it more compelling. So why not expand on it and other content in a similar way? That's what I feel FFXIV lacks.
Don't get me wrong. Everything doesn't need to have some massive scope to it. But think of it this way. If they put more attention on a single niche, it could potentially hold interest beyond its initial patch release so they only have do minor updates next patch and can focus on something else. Going with the above example. That improved Eureka could maybe hold out for two full patches. So when they do things like Ocean Fishing, Perform or other smaller activities. It doesn't feel like the game has no content for people disinterested in those smaller things.
Mythic+ Dungeons fall under that same category. And it's more than a little frustrated when they keep dismissing it for silly reasons like "what if the healer dies!" That's part of the challenge. Although, on that note. Why not take all those healing potions we never use and make them useful? Buff them to properly accommodate our current HP pools and there's your solution to healers dying. They added sustain potions in Deep Dungeon, and Logos action meant you could theoretically run BA without a healer. But ultimately, I think we both agree Mythic+ would be a nice benefit to the game.
As for bringing up the relic. It's more referencing the same problem. Both the Book and Unidentifiable steps were awful but I actually think the concept itself had merit. Imagine if the book phase played out more like Wondrous Tails or Unidentifiable gave a unique currency so ARF spamming wasn't the far and away best option? Both had the core idea of farming old content but trying to encourage variety. They just... tripped pretty badly along the way. I guess what I'm saying is I wish they'd improve on poor implementations instead of abandoning them outright. Admittedly, Blue Mage is somewhat a step in the right direction. After its awful reception in 4.55, they gave it a series of buffs and encouraged more Blue Mage only runs. Ten months is a bit too long getting there but hey, points for effort.
Ultimately, I just want to see more depth. Even if it's something minor.