Hunts are interesting in that they are one of two truly "open world" pieces of content in the over world, but the community put a structure over it, creating a system of reporting and hunt trains.

Same thing with Eureka, actually. I imagine the intended play pattern was for players to group up and find a place to level, dealing with whatever shenanigans happen as they come, whether they are weather changes or NM spawning. The community put a structure on this too, creating NM trains.

Note I have a specific definition for "open"; I contrast it against "instanced" - the former invites interaction with otherwise uninvoled players, the latter denies it. Gil is open, tomestones are instanced. FATEs are open, treasure maps are instanced. Quests are instanced, and your recommendations are all variations of questing, making it less accessible by removing signposts in order to facilitate wandering the map.

I believe the team wants their lore to be accessible and easily found if you want it; it's why 8 man raids have normal modes now, after all. Plus the fact that we live in a world where the inter is ubiquitous is also important. Regardless of their value, these may be the reasons why they wouldn't want to do what you ask. After all, back in ARR, sightseeing logs were unmarked on the map, and they made the conscious decision to move away from that design.