The current areas, as desolate and barren as they are, have still been made with the setting in mind. There is nothing that feels tackled on because of the visual appeal alone. The airship/dragon structure in Mor Dhona is the icon of this sort of design.
The problematic issue, but something that can help the scenario writers in the long run, is that XIV is a Tabula Rasa as far as the setting is concerned. While in XI lot of events of significance had already happened in the past, in XIV we play in the Age where similar events are happening right now.
They can, as such, justify a lot of landmarks by saying "the garleans did it" or "the primals did it". But if they move too far past their original intentions just because they feel that there has to be more landmarks that stand out that may not fit in with the lore they have set up in the long run, it's going to get really shallow really quick.
I can already notice that "the dzemael darkhold" was pretty much made up on the fly (for some part) to justify RAIDZ instead of being planned from the beginning and then designing the raid around the setting.
To be honest, the Archons sound to be the same way. "Guess what could be EPIC random-san?!? 12 iconic bad-ass legendary heroes that came seemingly out of nowhere! Make up something to justify their addition to the lore, quick. Also, make the grand company leaders wear RELIC WEAPONS, holy crap that's kick-ass! Better change their names to EPIC WEAPONS though. Also, let's name our new pulled-out-of-a-hat crafting system MATERIA SYSTEM (FF7 materia, you get it????)"
The list fortunately doesn't go on for that long... yet. But you hopefully get the point. This is a slippery slope and I don't feel like the job system is going to help the situation. They may be able to change the gameplay, but they can't change the established setting without ruining it if they aren't actually paying attention as to what fits and where.
So in a nutshell, cool is cool regardless of where it spawned from, but lots of cool things stacked on without believable lore keeping it all together makes for a very shallow experience. It's like the creationist mindset, except the developers are the God that makes everything fit together naturally and in a believable way. It's even harder when your game isn't trying to be over-the-top but instead classy and somewhat realistic in a fantasy setting, and still make inspiring and "epic" environments.
Fortunately if they can pull it off, it'll be very satisfying. More-so than in a game where you're fed mind-blowing environments and monsters from the get-go. There is never going to be as large of an impact when you get to a really cool looking ,but still somewhat classy area later on. Everything is epic = nothing is epic.
But it does make for awesome pre-release trailers, I admit.