I’ll bite, what RPG does it better?
Since you're asking about the "standards", I'm going to compare games weather you guys like it not. Here are some examples where the game can improve by taking inspiration from other games.
Level Design - FFXVI's dungeon consist of going in a straight line with no reason to go off the beaten path, no reason to explore and provides no tension or threat. Take the first "dungeon" of Caer Norvent where you fight
Benedikta. The boss fight itself is very fun and epic, loved it...but everything leading to that is a bore. You run into easy mobs that you can one shot with endless Eikon abilities and go to the next door. Run up some stairs, then another door. Another room full of easy mobs, then another door. Nothing to explore, all doors are locked, no danger lurking anywhere, or secret items to discover, cool things to encourage you to stray off to another path. And this is where most people will get triggered....are you ready? Let's compare this first dungeon to Stormveil Castle, Elden Ring's first real dungeon. I can already feel the rage of people saying "yOu sHouLdn't bE coMParInG da 2 gAmezz!!!11". Very different games, I know, but XVI could do some stuff similar in a more grounded way to make it more exciting. Hopefully some of us can at least agree on that. A cool castle with different routes you can take, cool secrets to discover, hard enemies and mid bosses to find deep below the dungeon for example that you can fight now or come back to later, rewarding loot to find in well hidden places, shortcuts to unlock instead of the game holding your hand with endless checkpoints.
World / Exploration - Here one example: Star Wars Jedi Survivor that came out 2 months ago... Koboh was fun to explore and was NOT open world. You can leave the small town, find a distant hidden cave, ruins, mines enemy bases, etc enemies to fight, loot to collect and more. There would also be NPC's you find randomly (not constant waypoints on map) that would give you better and more interesting side quests, which afterwards you can recruit back to your base. Some of the explorable hidden areas required light puzzle solving as well to take a break from all the action and cutscenes. Again, I am not asking for open world, just a larger explorable zone with some more innovation than what we got here. XVI's "world" feels very miniscule for such an amazing world (storywise) that they built here. It would have been awesome to see more interesting aspects of Rosaria, Sanbreque, Dhalmekia and more. As it currently stands, it feels like the world map is just a stage selector from an action game.
Side Quests/Mini Games, etc - FF7's Gold Saucer was amazing back in the day... chocobo races, FF8's triple Triad card game was awesome and collecting new cards felt rewarding, FFX's Blitzball also had me playing for hours and my personal favorite, Gwent from Witcher 3. But those are just mini games and side distractions, but even certain side quests are just much better done in these other games. The FF14 DNA is very present in 16's side quests. It really is majority fetch quests with some of them having interesting story pieces to them. For example on the ones you do for
Otto later on was actually very interesting and helped build his character a bit more. Some other ones earlier on in Sanbreque with the psycho
little girl Lisette was also interesting storywise...but all it turned out to be was go to this blatant waypoint we provided to you. Your reward? Here's some Gil and a Sharp Fang crafting item you are NEVER going to use. It just doesn't feel rewarding at all. The side content that I do enjoy are the hunts, HOWEVER, with the game being as easy as it is, those have become even a push over and cakewalk too. I did a hunt where I was 6 levels below the boss and had half the amount of potions and still easily won that fight on my first try.
RPG Depth - It's just crazy to me that franchises like God of War and Assassins' Creed feel more like an RPG than a mainline Final Fantasy game. XVI has some of the best uses of elements with the Eikons, yet they don't mean shit. As far back as I can remember, the Bomb enemies in FF games had elemental weaknesses and would get health when being attacked by fire and Malboros (morbols) would cause status effects that would require different play styles, builds, items, etc. Weapons and armor in previous games were also more meaningful with extra/different Materia slots in FF7 and permanent abilities you can learn in FF9. Other games added intrinsic traits and different elements, stat buffs, etc. None of that really exists here, there's really no incentive here other than a small percentage bump for a rather easy game. XVI feels very shallow with no depth. People can use the excuse "appealing to the masses" as much as they want, but this is NOT an "evolution", it's simply dumbing down the game.
And before anyone thinks I am completely hating on the game, this franchise is my favorite gaming franchise ever. Story and characters in XVI are some of my favorite and I am enjoying that aspect. Even with the change to a more action based combat is totally fine for me, I never had no issue with that. It's the rest of the stuff I listed there that is seriously lacking. If people want to pretend that FFXVI has good level design, more power to you....