@ Shogun
Aside/Extension:

Don't get me wrong. I would love the likes of Eureka to have an instanced option, still, into which people would typically spend a solid 45-120 minutes at a time in trying to optimize a collective 16 to 72-man run in which players work together to uncover relics, trigger branching events, fend off invasions, delve together into open raids, etc.

But, so long as it's going to just be a zone populated by vaguely rebranded FATEs... it should just be a standard zone, and thereby accentuate the need for all open-world zones to see some functionality improvements and added affordances.

As mentioned before, all zones should better support drop-in play (e.g., being able to attach themselves to a friend/"flagbearer"/"veteran hunter"/what-have-you so that they return to the channel they left next to a player among the chosen category if possible, at the edge of the FATE if said player is already in combat). Add to that the aforementioned ability to automatically see nearby players per the aforementioned expandable list -- say... an Allies List, which would automatically include any friendly players involved in the same FATE or similarly hunting either a normal, quest, or hunt mob, with a set maximum total size and minimum & minimum player-frame size between which it could resize itself -- and you've got a lot more cross-content friendly open world that would likely also happen to be more engaging in itself.

Take advantage of that to add areas of relatively more dangerous mobs worth teaming up with others to farm as a sort of mini-dungeon (as you progress through the mob camp, suppressing alarms or bringing in them all, triggering subtle mini-events, etc.), or find a way to take on a herd of beasts (such as by baiting predators towards them, pushing them to flee together towards a nearby canyon, etc.). With that affordance possible, you've reason to build more of a sense of ecosystem and dynamism. With that much effort spent, there's better reason to get the tuning tightened up for the conditional encounters possible, and perhaps even revise the model of FATEs as a whole to feel a bit more natural and less banally isolated. And finally, putting that all together, you might actually have interesting open-world content to rival the instanced pieces.

Pipedream for now, but damn would I love even some initial progress to show some intent of making improvements to the things XIV has otherwise sequestered to the copy-machine.