If I might contribute.. (if it can be called contributing, as I do not claim to know the culture of the
community)
I agree that there is a problem. I experience this problem. I am a perfect example of the subject matter here.
I am the entry level 65 that this post seems to be focused around. And it seems to be that this conversation is steering in the direction of "how to retain newer players." I will make a observation, followed by a suggestion:
My observation is that there is a huge barrier of entry to the level 65 plus game.
Just as an example, I found it much more efficient and rewarding to live in Mielech's Lair (lguk) to farm plat for purchasable ikisith gear. It makes more sense for me to do that over building a group to try some tier 1 or 2 content. I've expressed interest in doing Cmal or Nadox and it appears my attempts are in vain. This content is accessible, yet I don't seem to have the opportunity to make attempts.
The majority of my game time is spent farming plat for ikisith drops. This is the only way, outside of AAs, I feel can effectively upgrade my character (who happens to be a SK tank named Oafo). If anyone finds this to be a problem, please speak up.
Now for my suggestion:
Reconsider how characters begin their quest from a fresh 65 to a more developed character and player. By no means am I saying there isn't enough to do once you hit 65, but maybe the current choices don't stay interesting or rewarding (ie maps, bounties, Mielech's Keep, Rust to name a few). Is it possible to have repeatable content with timers similar to bounties? I am referring to lower tier triggered events. Perhaps a dungeon can be made which could be set up like trials. You could pick a particular difficulty of event/encounter, but only so often. Think like a treasure map that must be turned in, and then a wing is unlocked and an encounter/dungeon is generated based on the request (easy, very easy, difficult) It creates opportunities for lower tiered players, while not handing things out. There can be a few encounters for each tier of 'map.' There could be 3 wings. One for easy, very easy, and medium; One for hard, very hard, and difficult; and one for very difficult, and extremely difficult.
The rewards could be on par with items gained in tier 0 and 1 raids up through maybe tier 4 or 5 like is available in Nadox. Maybe higher tier 6 or 7 gear could be attainable through persistence or extreme luck?
Its just an idea i had during a shower after reading this post. I hope it is well received as I feel that I thought it out and did my best to articulate it.
The point is to find a way to reward those who can't commit to a raid, but enjoy to spend maybe 8 or 10 hours a week unwinding and playing the game, getting on vent, and tackling some challenging content. Not to hand out items.
Currently the rewards for such a play style are not sufficient to get a character(maybe its just a tank that has this barrier to entry) ready to do dungeons in Ikisith. This is why I think newer players don't often stick around. They feel progression stops and fail to find a purpose in continuing.
Thank you if you took the time to read my post, since I took the time to type it and be sure I'm being rational and fair.
TL DR: If you didn't take the time to read it, you probably shouldn't comment on it.