Making a question about a community issue (retention) into a personal issue isn't constructive.
You can design a game in ways that retain or diffuse players over time.
That said, this is more of a philosophy around incentives, and not something that there is a single "solution" for.
The fact of the matter remains that for huge swathes of content, the incentive design isn't very good because it was inherited from the awkward free-to-play mechanics of the live days.
Never mind that the Incarnate system was left unfinished...
Players will pursue incentives, and the variety shown by that "bucketloads of content" will be better shown by thinking more about incentives and improving the signalling of what comes from where. Obviously, no, we can't expect huge retail-level content drops, and the game shouldn't be designed like WoW, but we can still have a constructive discussion about what can be done, especially from the perspective of the low programming manpower of the current HC team.