I think I've managed to pinpoint what I think the game lacks right now.
It lacks things to farm.
I mean, it can easily go the other way and be too much grind for too little gain (BE TMs, Terra Battle money grind) but FFRK right now is in a state where outside of Orbfests (which are basically mega farmfests wrapped in a neat, predictable package) there really isn't much to do in the game except empty your stamina bar on dailies, and then whenever events pop up, literally just go for completion rewards once through, and that's that.
I think the best periods in the game were when we were theorycrafting on which stages had the best Orb/stam ratios (remember FFRKi spreadsheet?) and rather slowly working towards r3s/r4s of key abilities which virtually made or broke a lot of contemporary endgame content.
Now? Motes are very precisely rationed out, Orbs are the same plus a very clinical Mythril -> <ballpark Orb count> every time an Orbfest comes about.
There really isn't much you need to know about the game to maximize your returns as far as stamina usage goes.
Heck, as much as they were kinda derided, collection and survival events broke up the monotony quite a bit and had pretty great rewards.
This is where BE, despite being badly tuned in some ways, has the upper hand. Sure, it can get tedious to go through Phantom Forest exploration for the 83247827384th time, but at least there's quite a plethora of different things to do that increase power levels in different manners - Summon levels, TM (if you're willing to cave and bot, I guess. Different games different strokes, whatever), gear crafting, etc.
edit: I do get that FFRK, after its first 6-9 months or so, definitely evolved as an experience to try to minimize the grinding aspect and maximize the endgame/theorycrafting/strategy aspect, since its endgame is one of the best balanced of all the mobile games in service right now, but I think it's lost something... charming, or nostalgic - for lack of a better term - in the transition.