a bit of variety but it doesnt feel like the players are overly keen on any of them. rather the opposit.
There was a post about these quests, and it seems to me that the majority appreciated the variety introduced. Personally, they're my favourite, so I hope they keep them.

As for the other quests (the more classic ones: cutscene; go to X; talk to Y; maybe kill 2 mobs; then cutscene)... I'm more critical. Oh, I don't expect SE to revolutionise the questing model. On the other hand, I do think that they'd sincerely benefit from stopping relying on excessive cinematics that slow down the pace of the game. Endwalker took this trend to the extreme, so much so that you can sometimes find yourself spending almost an hour in cinematics.

It seems to me that there are more interesting (and more attractive) ways of extending the quest. Introduce bonus objectives, such as collecting items to fill your compendium; and generally multiply the number of mobs to kill by making the open world a little less accessible. But right now, the design that traps the player in an almost interrupted cinematic needs to be reviewed - and I admit that, if this pace continues at DT, I'm probably going to grumble a bit like a Karen who hasn't had her ice cream.

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