1) Change the formula of Elemental Breath to only factor in MAX HP, like Healing Breath instead of Current HP. It's unreasonable to keep the Wyvern at maximum HP for high Elemental breath numbers. Instead make the ACCURACY of Elemental breath depend on wyvern current HP instead of its potency.
2) Give Wyverns the same -50% PDT that Avatars have. Aren't dragon scales/skin supposed to be one of the most durable things in Fantasy games? If not that, give Wyverns like 3 or 4 tiers of Stout Servant. Avatars take 50% less physical damage but they are resummonable at a very low cost, Wyverns have low HP and are a 20 minute recast.
3) Cap the amount of HP Spirit Link uses to heal your Wyvern such that the amount of HP Spirit Link takes from the Dragoon can NEVER exceed how much the Wyvern is healed by. The current Spirit Link formula will eat 400-500 HP from the Dragoon even if the Wyvern is at 99% HP. If I want to change to Wyvern HP gear and Spirit Link 150 HP for my next Smiting Breath, I don't want to sacrifice 400-700of my own HP to heal 150 of my Wyvern's. Normally Spirit Link multiplies the amount of HP it takes and adds to the Wyvern such that if you have 2HP you can still Spirit Link for like 70-100, but it's lame if the wyvern is 999/1000 HP and you SL to heal 1 HP but lose 600 HP.
4) Make Restoring Breath targetable. It's so annoying that Restoring Breath activates on the Wyvern, then the AI heals the person in your party with the lowest Current/Max HP ratio. If I'm in a party and the RDM converts and the party gets hit with an AoE Restoring Breath will target the RDM instead of a melee. Since the RDM's out of range the skill fails and I have to wait 60 seconds. Let us target party members with it so it isn't wasted.
5) "Soothing Breath"- Commands your wyvern to remove a status ailment. Removes Poison/Blind/Paralyze on target party member.
6) During Spirit Surge, allow Spirit Jump and Soul Jump to be enhanced as if the Wyvern is still alive. Since we fuse with the wyvern, there's no reason why these two Jumps should be weaker than Jump/High jump. Also add secondary enhanced effects to these jumps during Spirit Surge. Jump adds Def Down, High Jump erases all TP and Super Jump negates 50% of the enmity of the person behind you. Add cool effects to the new Jumps too.
7) Pommel Bash- Delivers an attack that can stun the target. Requires a Polearm. Seriously the other 3 Knight classes have a 'bash' 'circle' and 'killer' 'breaker' ability but we still lack a 'bash' move that stuns.
8 ) Make another JA besides Spirit Surge that incorporates the 'Holy Crest'. Seriously the whole Holy Crest thing was a HUGE plot point in the DRG quest and it's almost completely ignored in our skill set.