Nice read. I understand all the points that they are making, but my desire for content outside of coil that can help endgame progression still stands. I just don't really know what the best way to design it would be. I'd be completely open for the cost of sands and oil to be increased but I just feel a cap doesn't fix anything.. I was enjoying the fact that I knew I could do the content as much as I wanted without hitting a wall and being unmotivated to continue.
The Hunt, even through all the bullshit and drama that has ensued on my server Balmung, has still been an enjoyable experience for me. I have grown closer to FC members, met several new players through hunt LS, and even through the negative the positive shines through when working together scouting, figuring out how to get everyone the maximum credit, or finally figuring out how to spawn an S Rank. It's the content I've always wanted in this game though not executed as well as I'd liked. I just hope they do not remove it or take away too much from its roots.
But this game really needs a way for people that like to push endgame to do work on their own. In the beginning of 2.2, there were absolutely ways to do so, with Leviathan, Moogle and Soldiery gear, but once we reached Turn 9 with tons of duplicate drops and people suffering from not being geared through coil, I knew they needed to add some kind of a system for players to work on their endgame progression at their own pace. Hunts gave players the power to do that. Maybe a little too much power, though.