The only reason why things are like that, is because the amount of punishing mechanics and designs in this game are almost non-existent, especially in Dungeons, Trials, Quests of any kind, MSQ related combat scenarios and the overworld itself. The entire road to "current endgame" is one large tutorial session, basically.

I am not saying that all things should be designed to be like savage content here, but just hard enough to keep People on their Toes. Examples would be:

-give any type of enemy from the content mentioned above way more HP, more variety in Skills, as well as the DAMAGE, to those that lack it (which is almost every Enemy, with the exception of Bosses like Odin)
-give more enemies special "behavior patterns", like those dps chasing grenades that cant be reasoned with in Amaurot, that simply bypass Tanks aggro (which should be designed in a way, that the damage/abilities are more adjusted to them fighting healers/dps, rather than tanks)
-nontelegraphed Attack should be introduced far early into the game. Most enemies are just using close range cone or circle attacks that are a joke. Make those Skills nontelegraphed, a small bonus in speed, as well as a significant Dmgboost (so that People have to watch The enemies behavior patterns and
Skillnames. A swing attack for example, is always the same point blank circle from the users position.).
-make any Dungeon/Trial Queue (including daily roulette) synced to min ilvl and no echo by default. If you want to play on current babymode, you'll have to look manually via Partyfinder.

Those changes alone would make a huge difference already and force People to learn basic competence within content, or else progress is halted.

Also, while were at it, additional hard mode dungeons would be most welcome, especially with the changes just mentioned.