Stricter punishment would be nice, perhaps not exp loss.

I didn't mind it at all in XI, but then again, I enjoy working carefully and meticulously, something that FFXIV has yet to really deliver. I can still remember the mob and area when I got my first 75 in FFXI, I was playing Paladin in Ru'Avitau, fighting Dolls which was a giant pain in the ass, and I made sure to save up 300 TP for a Spirits Within killshot for the level because I am/was a spastic. That was almost a decade ago, but I still can remember it like it was recently. I got Gladiator to 50 I think a year ago, and I'm pretty sure I was doing some random solo leve in a Gridania area, I don't remember a single bit of that because there was no sense of accomplishment.

The point of that tangent was the death punishment only further served as a catalyst to that feeling of achievement. In this game if you die, you grumble at the slight inconvenience, return, check your gear for anything nearing/at a degraded point, and repair it with the stacks of Grade 5 Dark Matter that endgame instances love to rain upon you. You then teleport back to whatever you were doing if you didn't set your home point, which has now also become laughable, since Hamlet is a perpetual anima machine. XIV has trivialized dying to an ever so minor frustration, rather than a problem that you need to immediately address and correct, or you will be regretting your lack of foresight rather quickly.

Neo is quite obviously pulling something of a Swiftian claim, it should be readily apparent, and he's not entirely wrong. The status quo is not going to work in 2.0, there needs to be some actual consequences for dying aside from "WELP, LET'S JUST RUN THE INSTANCE AGAIN, MY EIGHT STACKS OF DARK MATTER JUST GOT MARGINALLY LIGHTER."