The problem with choosing comes balancing out what the elitists will do.
Say if, Dungeoning didn’t have a limit. So you’d grind straight from 50 to 70, 90 to 105~110, 115 to 130, and dungeoning yields onward, you’d destroy the want to actually have the fields around those levels, unless you wanted to backtrack once you were done grinding.
It’s exactly what happened in LaTale, alas. The game is just basically a Maplestory clone but with some innovations that made it casual and fun to play as you just chilled with friend and junk. It had a fairly vibrant world as you ran around the places retrieving the memories of a fallen warrior. But then, the Coliseum update came out. The game had it’s instances but they were more farm based
It was an instance that let you farm and level, and what ended up happening is that the speed you’d level up in Coliseum was much faster than most of the beginning game, and so people mostly grinded there and forsake the rest of the world simply because it was faster. It took like, a good year~2 years in itself until the game was revamped in itself to nerf the leveling of Early coliseum and buff the early leveling so people would actually go into the fields to quest, but that was the issue.
The point is, with options of how you want to level, come balancing issues. Letting dungeons become unlimited would require some sort of round-about nerf to them, as it’d just straight be better as it is to field grinding for cards. I do think that the game should have options for those without damage though, make it easier for Chronolinkers and full Tanks to level up, but they’d have to adjust ratios in my opinion.