Things I'll say have all been written before, but I'll mention them anyway. Speed, time length for "seasons" these things are important for those interested in hoarding maximum TG and encouraging such behavior is in the developer's interest. For those interested in a more quality experience, the realm experience is hostile to that for numerous reasons that have been mentione. They have seen TG is a way to make money and monetize their mod. So they created a system which unbalances the multiplayer in-game party and allows certain players to spend real money to obtain in-game currency for items they never earned. Obviously, balance is not their priority in that regard (rather, the opposite). This has the added effect of increasing miserly behavior and discouraging communal attitudes (ie. gift giving / sharing). 2) Few multiplayer incentives. Mobs are harder in many player games, but this often feels terrible unless you are maxed out and at the end game anyway. Bosses are harder. No loot splitting, few cooperative incentives. More like, "Hey, do you need a rush/help with this boss?" Or "Can I get Trav WP?"
Nothing purposefully oriented towards group play (Labyrinths could be said to be an exception to this, but in Labyrinths, often they too are much more difficult in many-player party, and one or two people does most of the work). Lack of movement speed and very limited stamina in early game, limited base re rolling to once again, prolong the game, but not in a way that increases enjoyment for the player. I don't know about you, but the oil of renewal used to be useful. Now it's nominally useful in certain cases but not nearly as useful as it was. That being said, some areas which were added to the end-game show that there's still creative juices flowing, but it seems like there is a lot of inertia with the direction of Median XL. Personally, I think a lot of bosses are too spread out, and mobs are too spread out in midgame areas. Again, punishing to the player's enjoyment unless you have more than 40 movement speed with RW, jewelry, skills, etc (not so easy to obtain). I like to go fast when I play, and going slow feels awful. Particularly as a melee char, it feels pretty boring to run from mob to mob trying to hack them down (a reason why I often avoid melee builds). Shrine crafts got a boost with effigies and oil of intensity but they still feel underwhelming compared to a lot of sacred uniques (which might be the intention, but I would prefer the opposite, a slight boost to shrine crafts, means more player choice, less emphasis placed on farming) without the effigies.
Caldeum is an improvement in that regard, but certain bosses you still have to run ways to get to, and that's quite annoying, especially if you want to rerun. Making running part of the quest makes it a chore. Wanna get a trophy? Enjoy running across the map a thousand times for that Kabraxis trophy, or Atanna trophy, or whatever else. I think there should be boss waypoints at the very least. Having them easy to access to would make re-running areas more time efficient. There's no obvious purpose to the early game, so the choice to include it is perplexing to say the least. Prolongs the experience, but limits the time available to rerun end game areas, roll multiple chars, etc. Particularly when you are a limited by a "season." This is part of the reason I vasilate between single player and multiplayer. Singleplayer you can take your time and fine-tune your player, experience end-game areas without shelling out or spending as much time farming to make artificial in game money to buy gear. On the other hand, I do enjoy playing with others online, so I do both. Level gating bosses punishes veteran players who want to rerun bosses many times on multiple chars at the expense of catering to the brand new players to prevent them from running into the wrong area (demands more time investment from the player). The theme here is to push everything out and extend the time to achieve everything but I would argue much of this extension is artificial and feels counter-productive to having fun (fortunately, this can be countered to some degree with XP crafts and stacking XP gear, but it's still cumbersome). Even regardless of all these criticisms, I think no matter what things would get stale eventually so there's only so much that can be done from the developers to keep the game fresh.