In reviewing movement speed abilities and effects SMN is one of the 4 jobs capable an ability/magic based movement buff that isn't able to use it in one very important place for questing/getting around: towns. To review:
Usable/Castable in Town- BRD Chocobo Mazurka, Raptor Mazurka
- THF Flee
- COR Bolter's Roll
- DNC Chocobo Jig
- Enchantments Sprinter's Shoes
- Medicines Hermes Quencher
- SCH Desert Boots with Sandstorm (stacks with magic movement speed)
- Movement Speed Gear (stacks with magic movement speed)
- Mog tablet Swift Shoes
Not Castable in Town- SMN Fleet Wind
I find this discouraging to say the least, often exiting town and casting fleet wind, only to have it wear off in the middle of questing inside town will nullify the benefit of Fleet Wind almost entirely.
I'm just asking for SMN to be able to use Fleet Wind inside town like every single other job, item, gear and spell/song that is capable of having it.
I do understand that this might be large in scope, if so I have an elegant solution. Just give SMN an NPC to talk to which gives them an item with unlimited charges, equip-able by Level 86 SMN that gives the effect of fleet wind inside towns. It's not a perfect solution but it's better than being the single job/spell/equipment that has a movement speed ability and isn't able to use it inside town.
I don't know the reason to have Avatar's not Summonable inside of town, but I have a feeling that reason might not be much a concern now. It's not just a problem for Fleet Wind but even for buffing before events especially something like Dynamis where your time is effected. Making an entire party go outside just b/c Avatar's aren't summonable in town seems weird to me.