I am a big fan of the DT MSQ but there is one thing that we really need to see improved: Solo duties. In order to save dev resources they are made to be completely role ignorant and at this point we are no longer the chosen one that everything is structured around. This leads to our involvment in the entire story feeling a bit weak since the WoL is neither a strategic genius nor a gifted researcher. We're there to fight and the solo duties in Endwalker where we played as ourselves did imo a very good job at setting those scenarios up. No one else would have been able to be there against venat or against zenos.
Those solo duties in DT are all inherently a bit weaker because the circumstances are simply different now. The sparring match against Gulool Ja Ja was the strongest one of the bunch and it was by nature very low stakes as sparring matches tend to be. The feat against Gulool Ja Ja's shade and the one in Solution 9 are the main offenders in my opinion so lets talk about one of them.
Defeating Gulool Ja Ja's shade and how I think it should have played out.
From the sparring match we know that so far only 3 people have walked away from a sparring match instead of having to be carried away on a stretcher. Obviously a group of 8 is going to have a better matchup but we are also talking about Gulool Ja Ja in his prime. I think the entire solo duty would have felt a lot more exciting if the former Dawnservant was able to one by one take out the supporting cast until only the WoL and Wuk Lamat remain. From there should be 3 branches depending on what role you play:
In case you play tank the duty should require taking off aggro from Wuk Lamat and blocking a blow similar to the one we use a QTE for in the sparring match but this time with Tank LB3 while Wuk Lamat prepares her own finishing blow.
In case you play DPS Wuk Lamat should hold off the super attack for longer while you as DPS counter with your DPS LB3 which repells Gulool Ja Ja's attack and lets you finish him off together with a slightly weakened Wuk Lamat (because she had to hold out alone as tank).
In case you play healer you should be first of all be able to periodically get fallen supporters off the ground with a mix of healing abilities and esuna and then in a final assault by Gulool Ja Ja use Healer LB3 to get everyone back on their feet and then in sequence use their job's signature attacks to finish the shade off together.
Both Tank and Healer version should allow you to protect/revive allies that get targetted by Gulool Ja Ja although I would still have them go down in the end for the finale where it's either tanks as last people standing or the WoL as healer reviving everyone to full strength again. Now this is just a version of how this could have all played out, I have 0 doubt that there are tons of other ideas that could have worked just as well or better. My main point here is that the solo duties should respect what role you play as and the role fantasies attached to that. Tank version should involve you having aggro and intercepting attacks that would lay squisher members of the fight low, healer version should involve you healing up those squisher members that got knocked over. DPS version already works the best out of the 3 roles. Since Solo duties are so rare I hink putting in some LB3 casts would also go a long way of utilizing those awesome animations.
I also want to bring up an example of a solo duty from DT that has worked very well in my opinion. The tank role quest solo duty was in my opinion very solid in terms of role fantasy in setup, gameplay and cutscenes. The setup was protecting a few fallen soldiers from being finished off which the gameplay then reflected by taking aggro from the incoming bandit soldiers while the vanuvanu give them the sundrop treatment and later on also from the tether attacks by the main villian. In the ending cutscene the WoL then throws themselves in the way of an attack that would have completely incapacitated our ally who was then able to finish the fight and win.
The healer role duty has also worked pretty well although the barebones damage rotation is a clear negative point to it. This problem was a little bit alleviated by the frequent esuna'ing and the fact that the role quest ally just doesnt heal herself.
This to me shows that they can make solo duties that follow the role fantasies which will go a long way of making the WoL's role in the story feel more impactful now that we are no longer the chosen one. I think it is necessary for SE to make 3 versions of every solo duty going forward or they will feel increasingly more hollow.