LAZYNESS? WHO KNOWS? READ BELOW.
Each monster has its own unique way of functioning. A monster's function from a developer's point of view could be really limiting.
Lets say for example, theres a monster who has two legs and stands around. You fight him, he runs at you, kills you, and walks back.
Lets say there is a different monster, newly introduced in Aht Urhgan that is very different. Lets say it looks like a brick in a wall. It sits in that wall and goes no where until aggrod. It is non-targetable (like monsters in sea) and intended to be non-distinguishable from normal bricks in the wall.
Now, lets say you aggro that, it comes out of the wall, and changes form (like hexagon mobs in sea) to something larger. That will chase you and kill you. Lets say it kills you. What now? It will have to be programmed to somehow find its way back to the wall, and change form back into a brick, and then slide itself into the wall hole, and again become undetectable. Probably not an insane ammount of work, but its all programming that will limit the developer to a degree.
Lets also say, back to the 2 legged walking mob now, that the monster has a really windy and wierd path... or even a path that changes (moving walls, rotating circular building structures etc) after you pulled it and ran far away from the center of its normal walking radius. Now... if this area is constantly changing in order to become a maze-like experience, it may be that this monster might not be able to be programmed to find its path easily. So walking back to its home area, might end up just making it walk in circles around an area it isnt intended to be.
My guess, is the last one, is more than likely the true cause of the update. I imagine from developer perspective, if a monster cant find its path back... the best solution would be to just make it warp. So they implement the system pre-expansion, and so it doesnt seem like a cheap excuse for slack-programming, they pass the thing off as an MPK update, because realistically, its a very good way to also solve a problem thats been in the game for a long time.
But why come into the forums and ask a random home of FFXI general forums? Well, I think they came into the forums to reach out to the playerbase at an awfully convenient time if what I say is indeed correct. To me, it makes perfect sense and a very logical move from SE. Cover lots of programming ground with a very small ammount of code that takes hours rather than months to put into play, and pass the whole thing off as a benefit to the playerbase made at thier own request, to stop MPK.
All of this is merely speculation, and in a game that has so much to offer, I think these things might be just me blowing stuff out of proportion. However, it IS a very real possibility, and everything lines up timeframe wise (from programmer perspective).
So yeah, I believe ignoring BST requests is benneficial at this stage... because if the BST stop complaining, they might have just pulled a viel over our eyes and implemented something that'll A) give developer more freedom with enemy functionality, and B) Save craploads of time testing and programming of monster "return to home" code, that only a beastmaster would truely make use of. I believe this is why the "temporary zombie walk" stuff, (for lack of a better term) will never be implemented. It would still mean coding monster walk-to-home portions as though the warp thing wasnt in place. My guess is they planned on the warp system for Aht Urhan for some time now, and were just waiting for the right time to implement the system.
Fujilives