Personally never been a Dungeon fan, but that's partially me favoring DPS classes and hating being in queue for 15+ minutes at a time. As others have pointed out, though, they tend to feel same-y with wall pulls, boss, repeat. My overall interest in dungeons will change only when maps are completely randomized, there's loot worth finding in chests, and varied objectives appear within the dungeon that's not just fasterfasterfaster, DD is not this, for the record, as I've otherwise viewed it as a trial run for at least the map randomization.

Rest of me just wants the open world to mean more. FATEs still need to be more rewarding to tempt people into them outside of special events or for a relic. They're certainly not an alternative to leveling after a point and I'd barely call them a supplement. Things like the Maidens and bi-colored stones were a step in the right direction, but similar to DD, it's sorta like they started with an idea then gave up after step 1.

Not unrelated, but more aggressive actions against RMT and bots of all sorts needs to kick in so the economy related to all of these things can become more profitable to the player. Both farmability and multitasking can be a pretty important aspect of a player's choice in activity. Right now, too much of the game is to specific in being for EXP, or for gil (if you're lucky a la maps), or solely dedicated to something like a relic. More NPC failsafes also need to exist for item demands so some things aren't just straight to vendor trash. Hell, ways to further augment the Ironworks/Shire/Scaevan gear within their respective level gaps could go a long way here alone.