This thread doesn't seem to be going anywhere, but I am genuinely curious about levequest design--it's one of the things that turned me off when I played beta.
Aren't levequests essentially instances? Well, I guess WoW calls this sort of instance "phasing," but the mobs only spawn for you, no one else can attack them, but you just happen to be in an open area?
Few people here seem to really relish in the idea of instanced combat, so why do we have this weird mechanic in the most common quests in FFXIV?
Obviously it would help with things like kill-stealing or hogging all the mobs, but that hasn't been an issue in any other modern MMO I've played (I didn't see that as a problem during the Rift beta, nor the Aion Western opening when servers were jammed full). You just have lots of mobs, and given FFXIV has these massive open spaces, they certainly have the room.
My only hunch is that maybe FFXIV can't handle that many mobs? Given the limitations of the PS3 in terms of memory, perhaps the developers are hitting a wall with how many enemies, NPCs, and cool stuff like that they can have in an area when all those high-res textures are sitting in memory? Maybe that's why development has been so slow, and the world is so empty, and the only major changes they're talking about are end-game instanced content which no one wants?