In RO, zones were made to accomodate players for dozens of levels.
For example, you could probably stay in Glastheim’s various areas like Prison, Castle, Armory, Sewers (Stings), Caves (Majorous), etc. from level 40 until like 99. Hell, even trans classes still leveled there to some extent, and if you were an ME Priest or a GC 'Sader, you pretty much settled in and made GH your permanent home until you got geared enough to do Nameless Abbey. Same with places like Turtle Island, Gon Ryun Dungeon, Bib 4/5 (drops/spawn rates), etc. Most of these areas were designed to be leveled at or farmed at for huge lengths of time.
Meanwhile, each zone in ToS is designed to last for about 5-10 levels. That means that, for a planned 600 level game, they’re going to need to pump out an ungodly number of zones to keep things progressing at a decent pace.
I think now might be the time for them to re-evaluate their design philosophy and design areas that encourage players to stay longer and choose where they want to grind rather than shoveling them from area to another at rapid pace. This would also allow classes that have extra strengths against particular enemy types like large, mutant, devil, cloth, etc. to take full advantage of their class’s strengths rather than just hoping and praying to the RNG gods that the next area has monsters that are good for their damage type.
Think about how many awesome tilesets in Orsha get wasted because you’re there for less than an hour.

