TBH my personal gripes about the acquisition speed of "endgame" gear in this title is that it mostly pigeonholes ppl into playing 1 job or role for endgame until the latter part of the cycle. This is a severe hinderance of game experience to flexible and/or adaptable players that are capable of playing multiple jobs or roles effectively at that level. Something as simple as keeping the "endgame" weekly tomestone cap at the 900 value they do frequently during catch up campaigns would probably go a fair way to alleviating some of that frustration or hinderance.

My primary other gripe about "endgame" gear is more to do with the way gear is done in this game where it's essentially just figuring out which substats help your job the most then finding the highest ilvl pieces that boost those sub stats. Essentially it feels rather braindead when coming from other RPGs that provide exponentially more options from gear which result in multiple viable gearset/build options.