https://www.youtube.com/watch?v=PzfUardkloY
1 --- Why are there so many filler quests in both FF14 and FF16 that grinds the pacing to a halt? We did not need to help bunnies on the moon with their chores after defeating Zodiark, just as we should not be spending an hour playing through Mid's airship component quests or collecting dirt from plants right after beating Bahamut. Side quests can be better than literal fetch quests, CBU3.
2 --- Why is teamwork becoming less and less valued? In FF16, you do not interact with your party in any way, on top of gutting the party system. In FF14, party synergy is becoming less and less relevant. Party synergy now consists of pressing your 2-min party buff on time. Gone are the party synergies that require communication like playing Refresh when healers communicate that they need MP. Why is CBU3 designing the game to make your party basically irrelevant?
3 --- Extreme separation of gameplay and story. In the critique, SkillUp mentions that other modern AAA titles have learned how to advance the story through gameplay. FF14 and FF16 does nothing of the sort. Too much story is told through cutscenes, and barely any story is told through the gameplay.
4 --- Streamlining gameplay and reducing the skill ceiling. In FF16, there is not much you can do beyond the abilities offered to you. There's no directional input, for example. Just as in FF14, nuanced gameplay systems other than the rotations are removed over time to streamline the process, like tank directionals (making sure that you face the enemies from your front), healer MP management, etc. This makes the game incredibly repetitive when other, now removed systems made the game more nuanced.
5 --- Trash enemies are striking dummies that are extremely uninteresting. Considering that most of the gameplay in both FF14 and FF16 take place with trash enemies and bosses that are practically striking dummies (unless you're a raid-logger), this makes for extremely uninspired gameplay.
6 --- Progression and itemization is a complete afterthought in both games. There's virtually zero diversity in gearing, and makes gearing in both games boring. All gearing does is increase your damage; in FF16 at least it could for example decrease the cooldown of abilities, but in FF14 there's literally no choice other than the GCD you want to hit.
7 --- As a result of 6, loot in both games are extremely, extremely boring and there's virtually no incentive to get better loot. Most other games have long since adequately tackled this problem, so why can't CBU3 do so?