As others have said, I think people are automatically reaching way too far into the extreme of this idea. Someone wanting more difficult normal content does not automatically mean they wish for it to be on par with extreme, savage, or anywhere remotely close (although the difficulties within those categories also vary intensively).

I think it is perfectly understandable for someone to want more challenge from some of the normal content this game has, even if just slightly. However I think the issue lies more in the challenge being rather lopsided overall throughout the game. I feel that a great deal of normal content in this current expansion is fine in terms of difficulty, but it really doesn't feel like this difficulty is consistent. Compare the first dungeon of EW to the all the ones in the middle, and then finally the last one of the 6.0 series. Even if you find all of them easy, many can feel those spikes in difficulty that lie, for some reason, within the first dungeon and the last. And once you've reached current content, older content feels too much like a drag than it should be.

The issue I believe many people have regarding difficulty of normal content is that it causes certain pivotal moments in MSQ to fall a bit flat. When you can get hit by most of a trials attacks and survive with few issues (Thordan), or do so much damage so fast that you get to skip entire mechanics or phases without even trying to do so (think skipping aetherial tear phase in Deltascape V3.0/Halicarnassus), that big bad guy that the expansion was working towards as building up as a villain doesn't seem so threatening anymore- and thus, victory over that enemy doesn't feel as rewarding, and the mention of characters discussing how great a battle it was becomes almost laughable. I believe this to be a genuine issue and probably a tremendous challenge of normal fight design overall- making a challenging normal fight that is engaging but not to the point of frustration when failure occurs.

In general, I think older content would benefit from more stringent ilvl syncs, and difficulty, regardless of whether you want it to stay the same, be harder, or be easier- should have a consistent direction within an expansion.