This game has an extremely wide gulf between casual, leveling content and "hardcore" content. I know veteran raiders like me describe Savage as midcore usually out of spite (at the lack of challenging content in the game), but it is still objectively difficult for most players. The biggest difficulty spike is also not from second floor Savage to third floor Savage, or from fourth floor Savage to Ultimate. It's from anything below Extreme to Extreme.
While the upcoming Criterion Dungeons may go a way to bridge this gap, we desperately need even more content to fill in this gap.
People are gonna get mad at me again, but that's why I'm having so much fun in Lost Ark. It has a great collection of midcore content. Content, where you are not always guaranteed a clear in Duty Finder (matchmaking), but not so hard enough that you have to dedicate 4 hours or 20 hours of 50 to clear the encounter.
1. Lost Ark's midcore content (Guardian raids and Abyssal dungeons; I haven't played enough Cube/Legion etc. to form an opinion) are genuinely challenging at minimum item level. The mechanics don't require much deciphering at all and are usually pretty obvious (with a few exceptions like Vertus being a horribly designed fight). And this is critical - so when you make mistakes and wipe, anyone with more than a few braincells can figure out WHY they wiped, and improve in the next round.
2. Improving as a player can sometimes be genuinely very easy and low pressure in Lost Ark. For Guardian Raids, you can queue in solo to learn the mechanics of the fight and practice until you're confident enough to join matchmaking, party finder, or just solo it down yourself. I think this is an awesome system that lets players who want to tackle challenging content but are afraid to do so to actually improve at their own pace without the stress of other players.
3. Midcore content also gets harder over the tiers. Meaning that, non-whales who aren't just skipping through to the maximum gear level right now have to actually do these raids one by one and slowly learn and improve from these encounters. Think of this game as an extended difficulty increase from Extreme to Ultimate, except it takes place over the entire game instead of a single tier. That's not to say that you only have Ultimate difficulty raids (Abrelshud hard) at the very end. There are always options for all players. It just means that if you go through the content bit by bit you'll get better.
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There are quite a few downsides to Lost Ark's midcore content that I don't want to bother going through in detail. For one, Guardian raid difficulty is a tad too much for a daily system. The player-side solution is to do the lowest difficulty encounter and I think that's fine. It comes at the expense of slightly fewer rewards. There are other glaring issues that make me question the game's longevity but I'm not here to talk about Lost Ark. I'm here to talk about systems from Lost Ark that I think would work very well in FF14:
1. Make more midcore content. I don't think the Criterion dungeons will be enough. The midcore content cannot be alliance raid difficulty. It needs to be between normal/alliance raid and Extreme. These midcore content should be punishing enough that you can often wipe several times (if you're blind) and spend an hour or two in them.
2. Because the chances of a wipe are real, any reward from these midcore content should not be daily rewards. That is way too punishing IMO.
3. There should be a system for letting players improve at their own pace. Solo queueing in FF14 doesn't make sense (since it's a trinity system). Instead, I think a practice queue with less or no rewards where players are all just trying to learn the encounter can be beneficial. The reason why I am not too concerned about prog points in these practice queue is because the encounters should not be so hard as to make prog points a relevant issue. Remember, these content are below Savage in difficulty.
4. The midcore content should also get harder over time. Going forward I think SE should make Savage and Ultimates get harder over time across expansions, and not just reset the difficulty curve every expansion. Instead, incentivize and reward players for playing through previous Savage and Ultimates to slowly improve before they're ready for the current tier of Savage and Ultimate.