I think the problem is that, especially for the more ‘casual’ (open world/queable content) everything is designed to be as grindy and tedious as possible, making the ‘content’ of such not enjoyable if you are trying to progress in power any without doing the ‘hardcore’ (see organized) content, and, despite some versions of queable content being denoted as harder due to that lack of organization, it rewarding significantly lesser rewards just makes alot of people feel like they are being FORCED into that higher, and to them unfun, content to be able to advance and progress.
I do think FF14 handles it better in that regard, where higher difficulties aren’t, essentially, gear or BiS checks, but just checks of your skill, and they reward cosmetics, not stronger gear, meaning folks feel less forced into it.
Lets take ZM, the ‘best’ outdoor content (for many people) in SL. Advancement in the open world is gated behind currency grind and hard timer lockouts (‘research’) and that also affects the power of the gear you get, further dragging out your ability to do thing/advance. The reputation, which also ties into personal power, is hard daily capped so you are again, forced to do daily chores to advance. It is not fun, it’s not ‘engaging’ it’s tedium for the sake of tedium and to make a TINY amount of content feel like it is much more than it really is. A timer is fine if there is no resource cost, but if we have to grind for a lockout, that’s not really a good time for players, as it is for the MAU bulldonks.
And don’t get me started on how STINGY loot is this ENTIRE expansion. 1 equipable from a dungeon, and odds are it’s a down grade for you, and NEVER the slot you actually need to upgrade. Heck, in LFR I’d gone 2 wings without anything but anima/gold dropping, and that’s friggin’ ANNOYING.
TL;DR: The time gating of everything for non-organized content is fuggin’ rediculous/unfun and is a MAJOR contributor to why people say that the 1% of hardest hardcore players get all the focus/love from the dev team