On the topic of flying since it was brought up a few times, I like flying but also must confess it does sometimes make the zone less of a character. In the sense that you have dialog, interactions, and a general appreciation of a character then so the flying for environment is like the "shut up, stop talking" button lol (well after the first few times flying I'd say, there are occasionally special moments where view from above are like special dialog choices- but I think too much use of that special option is very akin to cutting the conversation short). There might be this urge to say something semi-logical (very, if people weren't so 'people') like "don't like it, don't use it" but unfortunately people are not that easy lol- like saying "there would be no terrible micro transaction riddled games if people just didn't fall for corrupt company ploys". Sure thing. Wont happen lol. Often whatever is most effective will be picked even if it didn't provide the best play experience, although certainly there are situations or particular types of players where what is most effective is also what is most enjoyable. Yet in a general sense it should be easy to imagine a situation where if you /loved/ swords but if all the swords felt like wet newspaper in combat so you'd not use the sword then (or whatever other variations of this concept you want to imagine, effectiveness can interfere with "don't like it don't use it", even in single player games, let alone more so in multiplayer ones).
Personally I have wondered, perhaps not for this game or perhaps for a special zone (sudden changes, especially without testing or easing in, could be bad), that they think about an energy (stamina) system for flying such that you can still have some fairly convenient travel that wont take you an extra 5 minutes to get from point a to point b yet will also provide more conversations with the environment and make it feel more like a character (like how dungeons don't let you skip parts, you've got to have the whole conversation, not enforcing it as strongly but bringing back more of a "you have to talk to the open world"). So like if you were on a mountain you could readily fly to a nearby peak or glide down to the bottom, but at the bottom of the mountain you'd have to pick your path up (with short bursts of flight as you make your way). A more FFXIV context example might be the great wall in Khoulsia, where you couldn't fly to the top in one burst so you'd go from platform to platform. Would want to adjust some other things while doing this though- like ensuring ground speed is as fast as flying, if possible improving the response and feel of the movement.
Some of the transportation videos I've seen of GW2 have been very interesting, I feel perfecting some of those systems would create something a bit exciting yet not annoying to the busy person's schedule (or person who sincerely just hates environments and would like to 24/7 combat/craft/eRP or whatever). Trying to find a balance between engagement and .. well not engagement lol. Too much is called a grind, too little is just like if SE handed out ultimate weapons for logging in. (Obviously parts of this will be subjective).
Or say another example, related to your comment, might be when Lochs has a thunderstorm you might willingly ground yourself, perhaps even try to stick near tall objects, because literally the environment will slap you. Dealing decent damage and if flying cause you to land (crash).
I wouldn't want to see QoL removed but sometimes I wonder if perhaps flying, as it is, is a bit too high on the QoL lol. To frame it another way we could add a lot of QoL by making every single potential ability that can stack within itself (like pvp) do so, in such a way we might get some jobs down to like 8 abilities. Certainly a lot more QoL, way easier to play. But it might make for some more boring play, for some players- even if you made it an option some people might hate it but still use it because it's just better then.
So it's something I enjoy but sometimes I wonder if it might be good to weigh a few elements down (while not removing it).