Okay, as stated in the latest LftP, we will no longer use leves as a main focus of leveling or a main focus in the game at all, except for casual players (But who cares about them?)
Saying that opens up a plethora of questions; Will it be group based questing? Will it be mob-grinding parties? Will it be a mix of both? or will there be some anomaly of which we never heard?
If they make it group based questing at hubs then they defeat the purpose of getting rid of leves, unless they do it the right way. I don't want to run back and forth between one NPC and a group of mobs to collect some collection of items or just kill a group of different things, that would just be leves with a new name. I honestly don't know a good way to implement this so please enlighten me with a good idea on how the questing should be.
Group parties to grind on mobs is a fantastic idea, it promotes party play and helps get the community closer together so the server in a whole can stop hating each other as much and start working as a unified solidity for server progression (Lindblum is a better server than all the others ;O) This would also instate a better way of recruiting players that are a bit better for end game linkshells. It would show parties or players how certain people play the game, i mean actions do speak louder than words, right?
There's also the possibility of dungeon grinding to exp, of course I do want a 24 hour lockout timer per completion or failure of the dungeon, but with decent exp rewards for killing dungeon mobs, and even more for downing bosses, with more exp depending on the difficulty of the boss you're facing. This idea doesn't need implemented if they do a good job with party based groups or party based quest hubs of some nature.
This all being said, I would love to hear what the community thinks about this decision to take leves away form party based groups and give it to casuals or someone who doesn't have a lot fo time on their hands to get a decent little turd of exp.
So have at it, and please, no flaming SE, this thread is for an open discussion about good ways to implement the "new" way we will be leveling.
be respectful and don't fight, it makes you all look fat.
[SIZE="6"]UPDATE[/SIZE]
Okay, after going over the good ideas and talking to Clashblades I have compiled a list and explanation of multiple things that could be done.
[SIZE="5"]Your Companion[/SIZE]
* Your personal companion that you used in the main story line could be summoned via linkpearl, much like FFXI. Could fulfill a role depending what you want, for when you decide to solo kill mobs near your level for a bit for some decent exp. Of course, put a time limit on your companion before he gets "tired"
SOLO PLAY:
Guildleves
Solo SP/EXP from Leves would be king here. Leves should be adjusted so that the mobs give normal SP/EXP and then if you started or linked the Leve you will then get a lump sum at the end. The base lump sum will start with the Rank of the Leve so R20 Leve's give a lump sum of say for example 5,000 SP/EXP while R40 Leve could give 10,000 SP/EXP. From that base you add multipliers that can add or subtract from that total. Things like time taken, star ranking, your current rank, amount in party if not solo. These could add an extra 50% to the base if you do the Leve correctly and skilfully based on the parameters to take that total to 15,000 SP/EXP for a R40 Leve.
Now people might be sore that they can no longer get the great SP just by being in the Leve but these are designed for Solo really and also to be quick content for people without much time so your just going to have to let the Leve abandoning go. You can still link the Leve but you would not gain more SP in the way that we do now instead you would gain more by setting the Leve on a higher difficulty and it would be a smaller boost than what we are accustomed to. This would make Leves still a good option for a small Party but still not create the huge gap there is now between Party and Solo for Leves. Then there is GA also which can give a boost to the total as well, this is a great tool for Casual players as they will always have lots of it for that SP/EXP boost when doing Leve's allowing them to make good progress in the time they have.
Ty Alexia 
PARTY PLAY:
Party Based Questing
*Questing that needs a Light party (4 People) and is done not too easily, but can be done with a bit of effort.
*Different quests depending on the areas, of course.
*A decent, but not excellent reward for completing, but a pretty good amount of exp.
*Not the best form of grinding, but can still be efficient enough for both the sheep and the hardcore players.
Party Based MOB Grinding:
*8 Player recommended
*Multitude of camping spots for each level range in different areas, and since the maps are big enough, so you don't have to fight over mobs.
*Have roaming aggro-able mobs run around to keep the party on edge
*EXP Chains to keep PT efficiency in ones mind.
I have an idea that could actually work for a bonus to MOB grinding.
You have an NPC in a shoddy type of shack outside of each main city, these NPCs are in odd looking armor that the mainland and Limsa are not familiar with. The NPC also has a foreign looking name.
He chills at the shack seeking adventurers for aid. Apparently his homeland is getting attacked by a trifecta alliance of beat tribes coming from our own mainland. In return for killing those specified beastmen he awards us points for the amount of exp we gain from killing those mobs. Those points could be converted into a special currency that you could use to buy special beastmen types of armor. Eventually it could also be put in the ability to kill certain chieftain type of beastmen, which are actually hard to kill pop-able NMs. With the killing of these NMs you get special higher tier gear from the NPC in the shoddy shack. The idea could be expanded form there, and possibly in an expansion where we travel to this foreign land to do whatever the hell SE would implement.
Much like ToAU, but it would have its own unique story.
That's about it for now, I'll write more later on different things that could be implemented that would make this a unique experience each time you leveled something.