Yeah, I am exaggerating. I really just mean the content that most people do should be the priority. But you could also analyze it based on subscription time. I don't think there should be a huge gap between normal and savage content anyway.
That is a big criticism I've always had, is that there is so much wasted content in FFXIV. Old stuff, often old stuff that only gets half baked and then gets left in the dust and never again touched while they develop the next new gimmick. That's an unsustainable model and it doesn't harmonize with running an MMO either. Replayability is majorly important. More important than variety even and what we see proves it.
Binding coils of bahamut. Make them not... weird and weirdly difficult. Along the lines of HW normal raids difficult. And put them in raid roulette. Heck, you can certainly trim plenty more fat off of ARR to make these required content instead of all the fluff. ARR being a bad impression on new players is an issue and this could be a fix for those who don't know the carryover story from 1.0.
Deep dungeons, I feel they never really caught on, or at times when they did was because they were the best option for levelling at the time.
Grand company squadrons. They can definitely make that AI actually workable now if they can make the trust system AI dungeon runs that they do now. Squadron command dungeons are pretty nightmarish unless you're on tank so you can just solo it.
Field operations need some work. I think it's just hard to get invested in a new exclusive system of doing things when it only applies to this one part of the game. I think that's the main problem that people say they feel Field Operations are missing.
Island sanctuary. People had this idea of like, Valheim or minecraft or something. But gathering in FFXIV is walking to a gathering point, clicking on it, and watching a loading bar. It was never a good idea to focus on a weak point of the game's framework.
Criterion dungeons are the latest example of a new side thing introduced then left in the dust. No one knows what to do with them.
But yeah. Revive dead content and you multiply things to do in the game, and the game needs things to do. Expert roulette having only two possible dungeons is... sad.
You might die in the wiping city of mhach but if you got it a fraction as often as you get syrcus tower in roulette, you'd be complaining about how easy it is too as an example. Spread out the roulettes for more variety in the normal content diet. It will actually train players to be better at the game, since accommodating bad players is such a concern.
And I don't mean bad players who dont have a lot of time to play or whatever. I mean plot watchers and rpers who don't want to do battle content at all, they just want access to those spicy new rp venues or to see the latest silent movie cutscene of Thancred still being sad about Minfilia.
They could learn something from the Rathalos raid fight. Attacks that don't require stiff floor aoe indicators, it feels so much more natural when you watch for a natural looking wind up animation of the enemy. You can predict what the rathalos is going to do just by watching how it moves. It's better than the "stand in the right spot" DDR we get.