Not sure why so many people had problem with the accompanying type quests, seemed a fair way to get some extra dialog with NPCs - I never had a problem with the NPC pathfinding myself. The solo duties were all engaging as well I thought - the nameless Garlean one was pretty tense and I think showed the WoL's heroic willpower as their strength pretty well - though that's a trope I'm just partial to, personally. Even Thancred's I though worked pretty well for stealth mechanics in a MMO type engine with different abilities to counter different detection types and enemies - but I would agree that the generic stealth/tailing quests weren't exactly a high note. Just doesn't work well in an engine where enemies have vision cones like they have a surfboard strapped to each ear - all being exactly the same of a character stopping, announcing they're about to turn around before continuing on didn't help much either.
A bunch of petty niggles about the game's core come to think of it - Elpis and Ultima Thule were both some really interesting zones with some good story beats but while they would probably be beyond a point of no return in a single player RPG, the certain knowledge in the back of my mind that I'll be casually traipsing to the past and the literal furthest corner of the universe to mine, harvest, farm fates and do hunt trains would wear at my suspension of disbelief a bit. The game's habit of having explaining absolutely everything could do the same as well at times - I'm willing to just overlook that the Ragnarok was modeled in two different stages, you don't need an NPC to tell me it exists in two places. Having quest givers always explicitly mention a reward actually makes the WoL seem less heroic - in Garlemald especially you're supposed to be building trust by aiding some really desperate people not taking whatever pennies they have. The constant fawning over the WoL is becoming tiring as well - I guess it's a bit difficult to avoid given all the events they've been involved in by this point but it still just seems excessive. Still wish the roles quests tied into the MSQ better, hunting blasphemies seems like to ought to impact the Final Days.
The Infinity War/Endgame comparison does seem apt, certainly an enjoyable story in it's own right but well - Shadowbringers had an antagonist with genocidal ambitions yet with understandable, even relatable motivations. He obviously had to be stopped but you understood that he couldn't be talked down or reasoned with, even when he shows up again now he still says he'd continue to try an restore his people as long as he had the power to do so. But now having the final boss throw a bunch of straw nihilist tripe at you about how existence is pain and life is meaningless, the hero just retorts 'No it isn't, you idiot' and that's apparently enough to resolve everything - it just feels like a step backwards. There was still some really interesting stuff in the story in the final zone, I really liked how they played with actually working knowledge of the universe and the notion of great filters - knowing the universe itself has an inviolable end date isn't much concern for people would won't even see their second century let alone the rock they live on get consumed by an expanding sun but probably hits different for a civilization that unlocked immortality.
Was fortunate enough not to have much trouble with the queues, working remote could usually get in before the peak and only dced once - though I did run into several hard crashes, on Anima's Imperatum, Hydaelyn's post fight cutscene and Endsinger's Oblivion just straight up killed power to my PC. First one I could avoid by turning down all the visual options I could but not the other two. Heavy particle effects just seem to screw something up.
Was nice to get a dialog options where you point out that the Allagans are apparently the cause of all the worlds problems.