The obvious answer would be that it wasn't the point of the articles. The series was about reasons to drop raiding, after all. But it's also not as simple as "here's what games should be doing" because there are countless alternatives. Tons of alternatives. I can think of at least six off the top of my head.
So for this new series, let's consider models that don't rely upon raiding as an endgame progression model. Some of these are close cousins to endgame models found in games currently on the market, some of them are not, and none of them has been designed with fine details or lore or what-not in mind. They're drag-and-drop, as it were. The point here is explaining the multitude of options available for an MMO's endgame that don't rely upon raiding for their focus. Today's article will cover the first two of six I have in mind.