Just a number of things I'm hoping SE will consider looking into going forward.
1. Given the autonomous nature of the puppet, we still are considered Puppet 'Master', would it be so out of place that we could actually command when and what weapon skill is used?
2. Puppetmaster's Collar: Please consider altering the Pet MAB to perhaps MBD. This is a stat which is lacking for automatons and would have far better use here than MAB as we have so many other pieces which add a substantial amount to that stat already. Or, just make it strictly for the master because that stat is terrible.
3. Animator P...August 2016! Speaks for itself, yes? Hell even making it capable of augments (with paths turning it ra/ex) would be beneficial just to modernize this.
4. Big one...can we just do away with the Martial Arts effect on Kenkonken? This stat doesn't support balance, it supports hindrance. Monk will be alright... Due to the lack of abilities for the master, no matter what gear set the player has on, PUP with all the best of gear, is not going to match with the best of melee jobs. In one way or another, the master or automaton will experience a dps loss.
5. Magic Mortar: Please, I'm begging the development team to finally do address this. Or at least explain to players some secret we don't know about it if there is one.
6. Spell casting priority: Apart from the Spiritreaver casting the wrong spell associated with a magic burst (not always, but often), Stormwaker is just not prioritizing spells based on the maneuver used. Ex. starting a fight with a wind maneuver solely active. The automaton will, Protect > Bio > Shell > Nuke > Phalanx > Paralyze > Stoneskin (me) > Nuke > Phalanx..then at some point it will haste me...Talk about slowing a fight down.
I encourage other players of PUP to add their own ideas. Thank you for reading,
Teuphist