FF14's open world does not encourage, incentivize, or reward exploration. Other than sightseeing logs, which give measly rewards if you actually organically explored rather than following a guide, there's almost next to no point in exploring the world.
Furthermore in Endwalker most of the zones, bar Garlemald, are really just a linear corridor disguised as a zone. You can most clearly see this in Ultima Thule. The entire zone is a linear corridor designed for the story. Now I don't mind this if only one zone is like this but Labyrinthos is also a linear corridor. Thavnair is a linear corridor for the west half of the MSQ. Only Garlemald felt like a zone where you can actually stretch your legs and explore - and that's what I've done when I played through the MSQ and found all the aether currents without a compass.
Exploration should be a big feature during the MSQ as you get to learn the lore of the land. I suggest:
1. Put hidden stories and sidequests throughout the zone that can only be seen when you are close. These quests should reward XP, coffers and gil similar to a MSQ quests, and give more lore and information about the zone.
2. Sightseeing log incentives should be increased and be accessible on foot. This allows players to organically find the sightseeing logs while going through the MSQ, and exploration before you unlock flying is always far better and more interesting.
I suggest giving players 2 coffers once they finish all sightseeing logs in the zone.
3. Zones should be far more fleshed out. ARR zones are compact - closed and bounded. Compact doesn't just mean small. It also implies density. There is so much life to be found in ARR zones - like the cabin that in Upper La Noscea that makes you wonder whose it is, and allow you to go in to explore. Zones shouldn't be purely open world aesthetically. There should also be thematic switches - little caves, cabins, etc. for you to look at. It's disappointing that so many rooms in Elpis and Labyrinthos are inaccessible. Making them accessible will help with immersion and exploration. Put interactable books that provide little lore details in these hidden corners of the world.