Creativity.
Yoshi P told Famitsu that:
"On the other hand, we have received a lot of feedback from both inside and outside of Japan that this is fun, so we would like to continue in this direction for a while".
https://www.famitsu.com/article/202409/16065
This is a step in the right direction but difficulty isn't the only thing that casual content needs for FF14 to get past its rut.
Just go back in time to the age of ARR and HW. Think about the dungeons back then. Most were also hallway simulators but quite a few had an extra dose of flair to make them memorable and interesting when you get them in your roulette. These also gave you a chance for skill expression as you do the dungeon optimally and make people's lives easier.
Qarn NM: The tank needs to drag the stone faces onto the glowing platform. As an added opti trick, on a healer or DPS you can also grab one yourself off the tank to the other platform, opening up both doors.
Qarn HM: When the final boss locks onto someone, you can stun it to interrupt the mechanic and prevent someone from being zombified.
Qarn HM, Xelphatol: Dragging mobs onto spikes or under falling rocks damage them or give them vuln up.
Wanderer's NM: A Tonberry will constantly chase you in the dungeon, while you have to turn on valves and defeat enemies doing so.
Wanderer's HM: Totems on the ground buff up the enemies that you have to drag trash mobs out of.
A6: A gauntlet! Where timing your CCs (only really necessary in A6S admittedly) can make a difference on how smooth it goes.
Sohm Al (pre-change): Sleeping dragons will wake if players are too close. Avoiding them saves you a lot of time.
Dusk Vigil, Snowcloak: Blizzards damage your health over time. Drag those mobs out of the blizzards.
They might seem inconsequential but little quirks like these make the dungeon experience more interesting and give experienced players a chance to express their skill and knowledge. We need these back in normal content.