Thinking in terms of game design, I've been seeing a lot of talk about things that the FFXIV Devs seems to have forgotten, or just dropped, and the playerbase growing so used to it that they're now pushing for that direction for this game's design.
1. Just Let Them Play - Link
Shown here by Masahiro Sakurai's, FFXIV seems to focus too much on story and has forgotten that it is a game. Dawntrail, and most of FFXIV TBH, takes too long to get interesting and it doesn't give players something strong to pull them to continue playing. Dawntrail's design is mainly walk and talk with little to no actual combat gameplay until you get a dungeon/trial due to the lack of solo instances or overworld fights, and even then they're insanely easy. The Devs should've focused more on making sure the player wanted to play more earlier on, such as seeing new mechanics or gameplay that was added newly to this expansion.
2. Let Them Skip - Link
The Devs being so focused on story, they end up not letting people skip the story anymore. The playerbase is the same in that skipping is a sin, and is punishable by death, metaphorically but on twitter it's literally. Some scenes are not people's first time, such as the iconic "SphEeEeEn" scene, and should be skippable or not there in the first place. There are even dialogues that you can't press through as well, and it just adds to the inconvenience of the player. You can skip most cutscenes, but you can't skip the MSQ which is pretty much a huge cutscene with barely any combat.
3. Echo Chambers - Link
FFXIV is terrible for this, especially coming from the playerbase. Due to being in the community, or social media sites like Twitter, the Devs and players have come to only hear things from like-minded individuals. I think they've taken the toxic positivity a bit too far and that's why we have Dawntrail with the lackluster gameplay in the MSQ, with class designs too, and many other things that I probably don't know about but some else does. You can't skip the MSQ, the MSQ is what makes the game, Healers shouldn't be hard, people should play Savage for harder content, etc etc. I think it's important to look at more into player feedback and not just outright ignoring them, like the healers with their strike. It feels like no matter what negative feedback to give you YoshiP and friends, he outright ignores them and gives you a dumb response back like go play Savage, which people did and are still mad. This is further enforced by the playerbase, because they'll cheer him on without ever critically thinking about why and only care that there is no negativity and they're happy with their Cult.
If anyone has more examples, pleased do share. I think it's important to talk and be reminded about good game design to better our games.