Yeah, capped "missions" is pretty much my favorite thing about the game right now. I actually want them to have optional capping for all quests in the game (making it work like FATE).
I don't see why I have to be "bitter" to not want FFXIV to be yet another bog standard MMORPG. Being alone among many, complexity of cooperation absent from most of the game, action-like mechanics in a game not suited for action combat, content being thrown out for less breadth and variety for the sake of more "progression", guided easiness through numerous forgettable quests, quests not existing for the sake of their own episodic entertainment, the economy turned from a living one into another personal gauge to fill up, gearing up so that you can gear up so that you can gear up again (being a never ending treadmill), etc. Not a fan of any of this really, doesn't matter if this is the successor of FFXI or not. I think what the "optimal" MMORPG tries to achieve is to be a bad game and I dislike the needs and desires of habitual MMORPG fans. A game failing to be an optimal MMORPG (e.g. a pleasant, comfortable time-eater) then is at least interesting, especially when it achieves something only MMORPGs can do (which most MMORPGs forsake entirely). I'd like to think there could be compromise though. To me that would basically mean forced grouping in an otherwise usual environment. FATEs, dungeons, etc don't really fit, although stuff like Duty Finder helps. Right now the game is balancing the uniqueness of the previous Final Fantasy MMOs and the standardization of MMORPGs in general, but aside from really nice aesthetics and some serious effort behind main story quests, I don't know if they are capturing the strengths of the former.