EDIT: So apparently all I needed was to learn more about POTD, as my answer here appears to be that deep dungeons and trusts will literally take me from 1 to 80!
As mostly a thought experiment, but one I'm seriously dwelling on, I happen to like the idea of leveling a new (to me) class/job, most likely a melee dps from level 1, while following these general guidelines:
1) Never do a roulette for 4 (or even 8 for that matter) person content. Ok maybe the odd MSQ for stones.
2) Never rely on fates
3) Don't rely on sidequests, I can just steamroll those on my main job
The spirit of it all is to generally "own my time," level at a reasonable pace (prioritizing "ownership" over efficiency), and play "good enough" for my needs, but not necessarily enough for yours (and since we won't meet in a small, trinity-reliant, intimate group, it doesn't harm anyone).
The path I'm seeing is this: leves until able to use palace or squadrons, then follow those paths until 50? 60? That's my first question, but I'll come back to that. Then I'd move on to HoH at 60, and trusts at 71. I imagine trusts will be back in endwalker, so that's basically the path at that point.
First question: Where does the palace of the dead bus realistically disembark? 50 or 60? I know squadrons continue into heavensward but I see arguments about how worthwhile they are. Remember ownership>efficiency, within reason.
Second question: Where are my leveling weapons and jewelry coming from post-50, or is it just the marketboard? Obviously left side equipment can be covered through poetics, and I don't really *need* much gear if I'm leaning on deep dungeons, but I found it odd how the right side gear just has no "passing through expansions" leveling gear support for alt jobs. Is that what the market board and all those people that love to craft are for? I mean I have level 70 in every crafting class, but the "make a thing to make a thing" is kinda mind numbing when you get down to making somethnig you're going to outgrow soon. I do like the "manifest your deep dungeon weapon" option for level 70, so that's a thing.
Third question: I asked a version of this question in another thread a while back (https://forum.square-enix.com/ffxiv/...ulette-options) but I'm going to roundabout re-ask it here since discovering that it seems FFXIV uses its alliance raids to tell side stories that pull from other Squeenix IPs that are welling up some serious nostalgia: Which raids, if any, are actually worth unlocking in the spirit of steering clear of "No one knows this/the mechanics are punishing, and it's a two hour wipefest" factor? Right now, I see my Alliance raid roulette as "steamrolling comfy ol' crystal tower for DPS XP and stones," and, well, I'm willing to expand my horizons if I will unequivocally not regret taking that one way leap.
Ok that's good for an opening post, thanks in advance for any and all helpful answers, suggestions or replies!