Currently Dungeons follow one template.
Trash>Boss>Trash>Boss>Trash>Boss
Sprinkle some walls into the trash pulls so people don't run through them too fast, and you've got your FFXIV Dungeon.
They don't really deal damage, so you can run them without a Tank or Healer respectively.
So what I think the biggest issues are:
1. The Dungeons feel repetitive between each other.
2. The Dungeons don't feel like a challenge.
3. The players don't feel like they have any impact on how the Dungeon is played, besides dps.
Things they could change to combat those problems.
-On all points of Dungeons being repetitive, not challenging and not impactful, they could make players use their crowd control (Stun/Silence/Sleep/Slow etc.) every class has some form of CC, so make people use it. You could add tankbusters or small mechanics to trash pulls, which would make them feel more unique. FFXIV already does a great job at telegraphing attacks. AoE markers, Cast bars, lines, etc. so why not have the players interact with it more than just "walk away from orange"
-On the issue of being repetitive, we have gotten less max lvl dungeons with every addon, HW(13) SB(10) ShB(8) EW(8) so the need of them being more different from one another feels much more impactful. Why not stray from the template a bit? Let people like and dislike dungeons. Make them feel different from one another.
-The challenge aspect, this one I might have a few people disagreeing with me. But I think people should wipe in Dungeons. Make enemies harder so people willingly stop, instead of putting forced walls in (Bardam's Mettle on release is a great example), punish people that stand in AoE, make Healers and Tanks use their kit. Currently you can run Endgame Dungeons missing a Healer or a Tank. Making them even more trivial when you run a full party.
If the Dungeons are easy for the sake of experiencing the story, why not bring back (hard) dungeons? I'm not asking for a complete rework like we've seen in ARR / Heavensward. Simply tuning damage/HP and adding a few mechanics to trash and bosses would already be enough.
-Player Impact, in my opinion almost the most important part. Currently the most impact you have during a pull is how much damage you take and deal. You don't really have any choice in how much you pull, or what you pull (1 mob group or 2 mob groups doesn't really make a difference). Give players something to do besides running their AoE combo. Give them a choice, even if it's a small one like picking a different route or order you do bosses in, have the bosses do different mechanics (like im variant dungeons for example). Be creative.
What do you guys think? Do you have any ideas how to combat those problems? Do you see different issues or think some of those issues aren't a thing? Let me know what you think.