Probably last post from me, at least for tonight, but while still brainstorming based on your suggestions, what about including invisible traps? Like either the landmines from DSR and FTB or maybe the traps from Deep Dungeons? Or maybe both? Something that gives randomization to an otherwise fixed layout to the dungeons and the requiredness to have way to find traps such as with lost action lost perception. Of maybe mixing deep dungeons with normal dungeons. On normal difficulty, there is no limit to the number of times to be rezzed. But on higher difficulties there is a rez limit and hardest difficulty its a rez limit of 1 like, similar to criterion dungeons. As, like, if we are mixing and matching content with how an expansion is designed, why not extend that even deeper beyond just field ops? What if we merge more aspects of side content with the fundamental design of an expansion? Maybe to take another element from forked tower, harmless element, is locked doors, where parts of dungeon are locked and contain unique treasure/rewards/enemies for players.
Also maybe dungeon and trial bosses could also be secretly randomized for its "dance" based on which one is secretly chosen on say a pool of 5 different "dances". Same boss for all players, yet each time its done for the first time for a player or players, the order of attacks it does is different, creating a fresh experience that keeps the players guessing, even ones who already completed it before.
All done to greatly shake up outdoor content, story, dungeons, trials, and relics.
Someone might ask "But then what is the content for later patches if your baking deep dungeons and field operations into the expansion?" To which I have idea. What if, hear me out, what if we just made more dungeons? More battle content for players to do. Like you know Smileton or Stigma Dreamscape or Tender Valley or Strayborough Deadwalk? How they are not part of the MSQ? What if did more content that is that. Optional dungeons for the players to do.