I'm not hugely interested in games without a solid metaplot happening. The games I've staffed have always had a strong metaplot component. When I staffed on XMM when we were mutant secret agents/spies, the metaplot involved a global organization that served as a long-term enemy. Not all the staff plots were missions centered on this organization, but a fair number of them were. It provided an ongoing, recurring plot thread beyond other staff plots and PRPs that were fun and exciting but existed more as one-off storylines. The sense of continuity was really fun, particularly when we could do plots that called back to our previous conflicts with the enemy org.
I think that, for me, the best form of metaplot is one that everyone can participate in if they choose to do so and put in some legwork. (If your game is small enough, staff might have the time and energy to basically drop pieces into every player's lap, but that's not generally the case for most games, I think.) But my ideal is that there are doors to involvement that can be open across the whole variety of PCs that might exist. Or that there are varied aspects of the metaplot that different types of PCs can be involved in.
People shouldn't be forced into the metaplot or actively penalized for not participating. I think that generally if you're a player who hates metaplot and you're on a game that has a strong metaplot component, what are you doing there?? But otherwise, sometimes people have more interest in some arcs than others, sometimes people get busy, etc. People shouldn't be forced to have the same level of involvement at all times. But there's also that component where you may need to kind of nudge people away from certain things, possibly by way of metaplot, in order to maintain theme cohesion. See: the point in this convo about happy house vs grimdark survival.