There's a bit of irony in calling for seals elsewhere, but wanting to remove tomes from Hunts.
Putting ease of mobbed content aside, I suspect a large part of what we're seeing is the frustration of dungeon grinding.
1) Queues suck, especially as a DPS. The unpredictability of the wait and the time of the total run can leave some weary or skeptical.
2) Once you're in a party, there's no guarantee it's any good.
3) DF objectives may conflict. Full clear or speed run? If not up for one or the other, hello drama.
4) Not all dungeons are created equal. People dropping PS when it rolled in the past, anyone?
5) Dungeon loot on its own sucks. i70 stuff or ****** greens isn't much of a motivator past vanity.
6) Lock outs, both of the loot and access variety. Knock it off, SE.
1, 2, and 3 aren't really something SE can do.anything about specifically for dungeons, as it's a mesh of preference and RL availability. This is partly why I've been so big on adding open world content with actual endgame progression. It's here, yay, but it's not perfect, I'll agree. Now, points 4, 5, and 6 can kind of entwine, with 4 itself maybe dipping back into the preference pool. This is where I'd then propose chests within dungeons could drop allied seals, logs, or sands and such directly, though comparatively rare depending. Though, I can't say I'm a fan of the loot drama the last two might evoke in the PUG setting, so party-wide seals may be the safer solution. I could also get behind some degree of randomization within the dungeons themselves, where a rare, but appropriate, spawn may show up for some bonus loot. Or they could even be tied to objectives like clearing everything in an area, or beating a boss in X time. Stuff like that.
Either way, XIV's dungeon/raid game isn't perfect, nor is it everyone's cup of tea. I'm more than aware there are people out there whining that people can gear up to i110 outside of coil, but that's seriously just an ego problem. Get over it and play what you like. If it turns out not as many people like what you like now that alternatives are present, welp, welcome to a better perspective of your peers. Consider, however, that when the next gear tier hits, Hunts may not follow suit, at least not initially. Right now, the biggest perk of hunts is the fact someone could actually get multiple jobs better endgame viable in a more timely manner. The weekly tome cap is still at play, but things like that and lock outs just fly in the face of their all-on-one-character class system.
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