Players who are praising Squenix for making relics braindead easy to obtain seems to miss the key meaning of relic weapons.
They are supposed to be a signature weapon that shows player's dedication to the game.
Not just "another weapon with glow effect" like augmented Extreme weapons or Pandemonium savage (the latter ones looking dope, by the way).
All time and effort player invested into grinding for specific relic is then immortilized in a shiny weapon of choice that one can carry with honor.
When I see players wielding Zeta weapon, for example, I think: "Good Lord, they survived through multiple grinds and the book stage, now that's dedication, buddy!"
The same way about Bozjan, Eurekan, and, to a lesser extent, Anima weapons. I realize that players actually went out of their way to explore this content, plan their way through and get their reward.
What we have now? I see a players (well, 99% of them) with Manderville weapon and the only thought I get is:
"Ugh, they know how to use Duty Finder, eh?..."
Also, the simplification of ways to obtain relics really hurts Endwalker content longevity as a whole:
- V&C dungeons: Looks great, good job SE. Too bad that they are dead content 2-3 weaks after release when players have cleared them.
- Island Sanctuary: Pleasant relaxing place that I would definetly enjoy more knowing that all that spreadsheet management for extra cowries were bringing me closer to getting relic materials in some way.
- Eureka Orthos: Also would be looking much more lively (and future-proof) if running this Deep Dungeon was required for relic materials.
- Alliance raids: As much of a joke EW ARs are, I wouldn't mind them popping more often over daily Crystal Tower quota.
Endwalker has gaping holes of "stuff to do" between patches, and SE refuses to try and close them by making their freshly released content have more player retention.
And, on personal note, running roulettes daily starts to become unbearable, thanks to a whole another can of worms - cue job homogenization, healers being boring, cookie-clicker level difficulty dungeons, Item level sync or, to be precise, lack thereof completely trivializng old content, and so on and so forth. Lack of new exploratory zone really starts to show...