Remove merit caps. There is a whole topic about why you should do it and why it doesn't hurt the game's balance.
For many of the new 2hrs players want an ability that willl actually turn the tide's of battle on the scale of Perfect Defense and Embrava.
For a job specific change, I feel that DRG could benefit from a 2hr that boosted both the dragoon and wyvern's defenses against all damage types and ailments. What good is restoring your wyvern when doom or instant death will just kill it a moment later?
Lowering DRG's call wyvern recast timer to 10 minutes would be a boon as it stands DRGs are put a severe disadvantage when dying compared to any other melee class as now their two main damaging JAs that are also used for TP gain is left useless with their wyvern gone and now they've also lost access to 5%-10%(depending on content) of their damage and healing breath their main source of sustainability. Not even BST a job shown to be universally hated is hit by such a penalty for dying.
If lowering DRG's Call Wyvern recast possess some issue with the developers I propose DRG get a JA that allows them to be significantly buffed to make up for the loss of their companion. Something in the lines of offense, perhaps 20% attack bonus along with minor haste?
Also consider reworking Jump and High Jump as of now the only times I'd use either is when my wyvern is dead or I've 2hred. Both situations in which the effects of the jumps are still less useful then simply using spirit/soul jump with my wyvern around.
Reconsider DRG's current 2hr; as it stands it has no use for a dragoon in almost any situation. Namely because if the situation is dire enough in which a player would sacrifice their wyvern, which is their main source of healing solo, one of two things will happen. 1. the wyvern is dead and thus the 2hr is unusable. 2. the dragoon will simply use Restoring breath JA or cast a quick spell like dia in order to restore their health.
Health restoration aside, the haste/str/damage bonus and additional effects to first 3 jumps are not enough to change a bad situation. 1. loss of wyvern means that in a low man group where the drg maybe /mage they cannot heal their teammates. 2. what ever caused the drg to use their 2hr will quickly burn through any amount of HP restored. 3. the jump effects aren't nearly useful enough to use them as now most jobs have some means of self-preservation making the enmity removal by high/super jump insignificant. The haste bonus means nothing to a drg in a zerg situation as the drg will prefer having their wyvern present for the boost to spirit/soul jump and the str/damage bonus is so insignificant that the benefits mean nothing.
TLDR: DRG's current 2hr and new 2hr is useless and a new 2hr that gives both the wyvern and master a bonus without sacrificing the wyvern would be a boon.