Recently Yoshida has done some interviews at Gamescom and one particular point of criticism has been brought up; Pacing, or specifically the pacing of quest content during Dawntrail's MSQ.
While there's valid criticism about the pacing of the story and writing itself, this post is specifically about actual gameplay and questing, and how I feel Yoshida may have somewhat misunderstood that particular point of criticism.
I will say, it's entirely possible that Yoshida does actually understand what some players have been saying in their criticisms of this point, and it was simply lost in translation or Yoshida simply was being general.
Personally, I think the issues with Dawntrails questing that have been brought up is less about "Players want to get to the combat/dungeons/trials faster" and more that some players would like there to be more gameplay variety during the MSQ. This is actually something I think has been a bit of an issue throughout 14's lifetime, but the conversation is starting to happen more now in Dawntrail.
What I feel like 14 needs is more mechanical variety/minigames etc. that help break up the "Walk here/Talk to this NPC" that starts to get a bit monotonous during the MSQ. It would be good to find more ways to give players more variety in what it is they're doing during a quest, and these don't even need to be too in depth. Some of these could even be failable and simly give alternative dialogue, if difficulty for more casual players is a concern.
I know the "stealth" tailing quests had a mixed reception, but I at least appreciate the attempt to add some variety to the questing gameplay.
Games Development is difficult and some things need prioritising over others, so I understand why this is an easier ask than it is to address, but I think it's still worth discussing. And I would really enjoy having more types of activities and mechanics to do during my MSQ Questing.