I'm more one to play for story and gameplay which is why I deeply enjoy XI's setup. It's not the only one, that is for sure, but it's one of the first to actually have a focus and storyline that actually progressed like you're playing a game and not just dumped off in a hub world and reading dialog box and killing 5 boars every 20 minutes.
No game is perfect, but XIV is a modern MMO on a far superior engine - it should surpass at minimum XI and DQX (the latter initially being a Nintendo WII MMORPG) since a lot of of 1.x's problems were engine choice above all. But it seems XIV falls flat in some spots it really, really shouldn't. Not all of XI was a hit, but they actually took the risks and mr yoship himself said Heavensward would be their time to take risks and if something doesn't work..it just doesn't work - essentially what XI did. But it sounds like more and more they can't take risks because they don't have the manpower, money or infrastructure which is quite odd to say the least. They had no trouble pulling 200+ people to relaunch XIV in 2 years, but now they can't scrape together at least 20 people to get the game back on track?
That's exactly why I stated I didn't mind the gates in XI - because it was gated more so due to story reasons (you're not physically attuned to x therefore you don't know of its existence) but despite in XIV, you know everything, you're an overpowered god/goddess basically but you can only do something worth anything once a week..and even then they offered the story through the easiest path possible which makes the harder path for progression...almost worthless aside the gear. That's why despite popular belief, Binding Coil is and always will be the best end-game XIV ever has or ever will have...but far too many people complained about it and instead of getting better at it, wanted SE to add a "story mode."