Think about any FF game before X.
The games were perfectly clear on where to go but also allowing you to do and find those things at your own pace.

If the areas have good landmarks then they should be enough for the NPCs to give directions.

What I found really weird is that farming quest have instanced mobs...

I mean really?! You can't just tell us what kinds of mobs to kill because the same drop could be obtained from other mobs or in a variety of locations with different diffyculty settings?
No the object you have to farm is instanced in one spot just waiting for you like a sacrafice from SE.
Maybe it's just me but there's something about the quests that makes them seem like they weren't implemented to add variety to gameplay. They're not different challenges since they're all copies of leves. They don't add story or characters to the game. When you're clicking through the flavor text and heading for the red dot to slaughter 15 non-challenging static mobs at least to me it feels like I'm just being led along on a treadmill.


I always wanted XIV to have quests and I still like that there will be bigger emphasis on them in 2.0 but I really hope SE sets their goals a lot higher when it comes to quest presentation and design.
Especially when it comes to variety. Removing this superficial quest cap would be a good place to start so they could implement longer quests too. I can play for just 5min sometimes but that doesn't mean I don't appreciate quests that take weeks/months to complete.