Certain key takeaways for me:

Alliance raid:
Our original goal and plan for alliance raids when we were launching A Realm Reborn was for the content to not only be large in scale, but also a higher difficulty than what we see in game. I think it would have netted out somewhere below The Binding Coil of Bahamut in terms of difficulty, but far harder than what we currently have.

Unfortunately, when we determined that the release of the alliance raid would not make it in time for ARR’s launch, we had no choice but to change up the plan of our difficulty hierarchy for our content. We thought players would feel suffocated if we just had high-difficulty content, so alliance raids were positioned as a more casual type of content, even if there were some wipes along the way. This turned out to be well received, and we are also very satisfied with the current difficulty level. We plan to continue including this as one of our main forms of content.
RIP higher difficulty alliance raid, but I'm ok with current difficulty.

PVP:
we’re trying to steer it down a slightly more casual and accessible route—from this we’ve seen a steady increase in the overall number of players participating in PvP content. Especially for Frontline, there are many people that casually enjoy the content

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We do have some future plans in store for PvP, but we would appreciate your patience until we are ready to make those announcements!
PVP doesn't really interest me, even in WoW (though I did complete the entire Garo event and got all the rewards in the past on a previous character), but for those who would like to PVP in FFXIV, hopefully their future plans would satisfy you, as long as you enjoy a "more casual and accessible" approach to PVP.

Content mindset:
First of all, I’d like to point out that the development team and I don’t have the mindset of trying to force people to play all types of content that we bring to the game, and by this I don’t mean just crafting and gathering. FFXIV is part of the Final Fantasy series, so playing through the story is a must.

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Our mindset is to have the players pick and choose what they want to play within their schedule, so we never feel like it is being left out.
Good, story is required but everything else is up to the players.

Non-PVE:
We indeed have a dedicated game design team called the “non-combat team” who not only specialize in crafting and gathering content, but they also take care of housing. That team is made up of around six or seven game designers, as well as a dedicated programming team, who all work alongside the UI team to help create those gameplay elements that enrich the player experience in Eorzea.

We have future plans in store for content from these teams, so stay tuned. We’re planning to make announcements at one of our Letter from the Producer Live streams down the line!
I'm always up for QoL features, though I'm not always interested in non-combat features/rewards.

Main endgame progression system (question included):
Do you see yourself changing anything about how the current endgame PVE system works? The currency system as well as the weekly lockouts still work for many players, but over time, I can see it getting stale. Do you feel like it's working as intended?

I don’t think that all systems we have are going to be perfect for players who want to enjoy the game in the moment. However, FFXIV has always been designed as an MMORPG that is considerate of the modern-day work-life balance, which tries to lessen the gap between players that have been playing since the beginning and those who have joined on later. Additionally, we want to ensure a friendly experience for any players who are coming back after a break from the game. At least as long as I’m in charge of this title, I don’t think this policy would change.

Everyday life in reality is everchanging, and people’s lifestyles change as well. If I feel a need to make adjustments to accommodate any major changes in the real world, then I’m sure we’d look to make changes to this or any other system at any moment.
FFXIV's endgame progression system is what it is, take it or leave it (barring any adjustment due to real world situation). I'll take it personally.

Content cadence (question included):
Do you feel comfortable with your content cadence at this point: with even number patches bringing in big raid content and odd-number patches serving as a catch-up of sorts? Would you ever mix this strategy up?

I think this could go either way, and we could either make drastic changes or continue with the current cadence. I do feel like it’s a bit difficult to talk about this because in doing so, there’s a possibility that it could limit our options down the line.

Our current content implementation cycle is a very powerful tool for the development team in that we are used to it and comfortable working with it. It’s easy for us to make predictions on which areas of development could cause issues, and we can utilize our past experiences to easily make revisions to our forecast. Additionally, since it’s easy to create these plans for us now, there are major benefits such as being able to keep our content volume in updates as large as it is.

However, having the same cycle repeat itself will bring about both predictability and boredom to the players. Stability creates a sense of security, but there is a very fine line between that and boredom, and I am constantly having an internal debate on this. In order to mitigate that boredom, we’ve implemented new types of content such as Ultimate difficulty raids and the race for world first that comes along with it, and also brought content like Eureka and the Bozjan Southern Front into existence. In the end I feel like this could be an endless thesis, so maybe we can leave it at this for now.
So while the basic endgame progression is what it is, they do try offering new content like Eureka and Bozja. Whether or not the new stuff works, this approach is fine by me and preferable to changing the main progression system.