Yeah, I know this might qualify as a "spicy take", but I think that the shift in developer attitude about Crafted gear is at least a part of the problem.
Ultra-cheap, ultra-accessible, high-iLevel Crafted gear, including Weapons, available Day Zero of a tier... completely-deranges one of the traditional progression systems of an RPG, where "playing it" rewards you with the ability to "play it more".
It defuses a lot of the "excitement" of working through various tiers of content, clearing "lower-tier" encounters, etc, and instantly makes a lot of content essentially DOA or 1-and-done for a lot of "reward-minded" people.
I saw someone mention somewhere that it's vexing that Savage gear is instantly obsoleted the moment a new tier begins, and I agree — there's something weird going on here, where XIV's devs seem hostile to the idea of having actual gear progression that spreads out over the course of an expansion.
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But I also know that this is basically shouting at clouds, because it's not the game SE wants to make (or maybe that "anyone" wants to make anymore? "Isn't profitable to make" anymore?).
"I can't do X, because I need to do Y first, to get the gear to be able to survive/enter/clear X" seems like something that's now considered "problematic", and so the game has stretched itself to try to provide what is basically an illusion of a gearing process, and one that it tries to make sure can be quickly and efficiently bypassed each tier.
I think this must at least partially-contribute to the sense of absolute ennui about almost everything in the game, because the sense of a positive sort of struggle to improve the character is increasingly-removed, which shifts the game more and more towards a "Metaverse hub" or "Login play" type of experience.
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I'm honestly beginning to suspect that if XIV's devs felt like the game could "get away with doing it", then PvE would get the PvP treatment — iLevels and stats are removed, and all gear just becomes Cosmetic items for collecting and glamouring.