I'd love Dragon's Dogma Online-styled encounters in Phantasy Star if because it gives us a reason to explore the planet (or at least rapid travel to it to jump in and outside ) and to also have a struggle with the directors and enemies.
I'd imagine with how New Genesis would potentially be balanced which hopefully every course is workable like how Dragon's Dogma Online cleaned up the vocations so that they were all complete packages that gamers could expand on and flesh out without having to take part in matters like what Phantasy Star Online 2 currently has (specifically Mags determining which courses you will excel at and your skill tree also ascertaining exactly what you gain and lose). I'd drop the whole ability tree, and the main class/subclass system to have something such as Dragon's Dogma Online did together with all the habit abilities, core skills, along with also the augments with the capability to mix-and-match augments, which everyone unlocks core abilities and contains them together, and that players define their own playstyle with their custom abilities. A huge part of that preference for me is so that you can surely invest your own time and resources into upgrading and unlocking new abilities and skills and then after you're done you can return and mix-and-match items to your liking without even realizing you would need to fall in cash just like you currently do if you wanted to construct something like an optimal principal class tree and a version for an optimal subclass tree, or invest in another Mag because you're missing about 6-7% of your overall damage (and are missing 200 points to equip your weapons/units).
Regardless of the extreme grind that the game becomes towards the end (such as running the same dungeon like roughly 40-80 occasions to gain a single level, collecting Blood Orbs and High Orbs to unlock that the little stat boosts that include over over time, and much more), I have felt that Dragon's Dogma Online is definitely a good example of an online game I feel has definitely nailed the"open area" exploration with solid gameplay, optional cooperative multiplayer, and still provides both an obstacle and relatively casual experience for those who desire it with no setting up nasty traps for gamers to get caught in to mess up their builds. I never enjoyed in Phantasy Star you can mess up your ability trees even though you get the free chance to reset them (it does not help when I'm attempting to assist new buddies play and they spent their points without me guiding them or notifying them about why they don't require STR Up and they end up running through Level 50+ without their stances and core skills).
Personal speculation: PSO2 has been ported into the NGS engine to keep players occupied between NGS content releases. No new material will be released to it outside of makeup, of which will all be obtained/ported from NGS events/scratches to get people to play that. It'll be eliminated after a few years after all of the players have migrated and the only individuals in the PSO2 cubes are diehards holdouts/nostalgia. Probably. It is a brand new game so chances are similar to any Online RPG the first release will not have much about an endgame for those players who hit maximum level on day 1. It will be wonderful to just switch cubes anytime I want struck up an older UQ though. There's never a reason to not see magatsu.
Want to learn more about PSO2 at https://www.pso2ah.com/