Except they weren't BoB, FFI had the Ice Cavern that not only spiked the enmey encounter up to 11 but was a puzzle dungeon involving trying to fall through the proper holes to get to the Cube to revive the airship, it also had the Tower of Trials which was a giant teleporter dungeon, neither of which was re-used in the game.
FFIII had dungeons that forced you to use transformation spells to proceed forward and altered how you dealt with enemy encounters. Most of the dungeons involved using specific jobs, actually incorporating the games customization system as a puzzle element.
FFIV had a dungeon that altered what you could equip and altered party dynamics, it brought back the teleporter dungeon from FFI, it had dungeons with damage floors, with surprise boss doors, hidden passageways, and the final dungeon is a maze leading to all of the game's optional super bosses to net the party's final gear.
FFV - Brought back FFIII's idea of incorporating your party build into making the dungeons easier, introduced the time limit underwater boss fight that VII borrowed, and introduced the magic and physical only dungeons.
FFVI gave us the puzzle dungeon of South Figaro, switch puzzles that utilized the games huge cast, hell many of the games dungeons themselves had puzzles to proceed forward like the security light in Narshe, the path puzzles in the Cave of the Sealed Door, a crushing ceiling in Gogo's dungeon, the find the proper path puzzle in Lete River and the Serpent Trench, brought back the magic only dungeon is brought back from FFV and pushed to 11, and the whole talking to the troops puzzle in Vector.
I mean most of these games have dungeons that stand out for their gameplay purposes not because of visual appeal, and to me that is far more important than the dungeon looking "fantasy". So yeah, I just don't understand your taste BoB and I don't want to.![]()