Perhaps they could move the reward into a hidden system, if they don't want to move it out. So every dungeon you have the mentor icon on it'll ask new leaf/returning players at the end if they thought the mentor was helpful and kind (outside of the commendation system), yes adds a point, no does nothing but perhaps lets GMs see the point history when making a decision based on a report. You don't get told when you're marked up or down, once you've met the number of attempts required to move up a visual point it'll tell you and grant you one Jubilant Tear - sort of a hidden relic light mechanic I guess, any rewards systems are changed from # of roulette to # of tears (so like 20 yes = 4 Tears, but don't get told when you get a yes only when you gain a tear). The point that a tear is handed out can be on a specific time too, like daily reset. It's important, I think, to be a blind system so you don't get mentors screaming at someone they partied with on same server why they weren't marked up while at the same time mentors are always being judged so if you want to ensure the highest chance of getting a point you want to look reasonably good, also as it's outside of the commendation system you're not screwed if you're a DD lol. Any new leaf vote on a mentor will leave with a small gift like an aetheryte ticket, GC seals, or a potion befitting their tier*. Doesn't matter yes or no, for the lazy leave yes as the default answer so if they pound the enter button for the cheap ticket it wont hurt good mentors. Also would hope that you can commend/rate people who've left the dungeon.
Can make the mentor roulette worth more and let mentor status mean something out of roulette as well (like quarter value in regular content), because I think its weird you can see the symbol but it doesn't mean much then (basically if you have it on every moment is a moment you're being scored). At least I see allowing "some" value to outside of the dungeon in the system would encourage it to mean more in all situations (Note on the system: will need to add countermeasure to premade/friend list point farming). I think doing a whole 5 point or 10 point rating scale is unnecessary and easy to mess someone up on cause you're feeling like you had a bad day lol (I give you a one because my cat scratched me!!, Your average is now messed up). The hidden aspect would make it so you don't foam that you thought you did so good and no one gave you points, but the fact you need points would mean just lazily playing the dungeon is probably not enough to be recognized as a mentor so you'd have to act a little better.
If that point system didn't make sense:
Run dungeons:
Run / Voted Result
1. Yes = 1
2. No (records no, doesn't do anything to yes)
3. Yes = 2
4. Yes, but regular dungeon = 2.25
5-7. Yes, regular dungeon = 3
8-9. Yes = 5
At 5, gain one tear. If SE wants they make some cheap goofy glamour your can trade them for, like Tear Earrings. Or I was just thinking the achievement system counts each time you obtain one but the only purpose of them besides being counted once is to be sold for a small amount of some currency, gil, seal, tomestone*.
*The system allowing some sort of option (so perhaps a token) would allow it to be valued for a long time. As I might need something specifically and being able to get an extra 10 tomestone as a new player, or other items that help me progress - would ensure people would vote near always (a small amount, is small yes lol, but if you did 10 dungeons that could mean like 500 free GC, you could buy something with that - venture tokens or whatever). Just keep the shop simple, not overpowered (don't make it so if you're not a mentor/new leaf it's an awful life), and of course make it conveniently located.
I have a suggestion change to challenge log rewards as a whole as well, specifically for the commend. Change the reward for weekly cycling rewards so you can pick the reward. This will make a lot more achievements valuable. Go do a bunch of FATEs and get MGP, do a bunch of GS and get an exp buff on your gatherer, get the HQ log and pick tomestones, do PvP and earn scrips. Turn it to play what you want and get what you want, but of course they're on a weekly lockout and if you don't set the reward too high it should still be balanced. For example you have issues getting all your tomestones because you like to do other content in the game, make all your weekly rewards be tomestones and you can reach your weekly cap easier. I mention this again specifically for the commendation because I believe it would really push people to use that system, as well I suggest a new challenge reward:
Complete Exercising Right challenge, and rate 60% of the players in content you've played with through the week. Will make it so you don't have to like people you thought did poorly but will also mean you're not done after you hit 5, which I've read some people do lol. I personally think it's a good thought exercise at the end of each dungeon to think about who you liked, rather than who you disliked - it forces you to go positive (unless you hated everyone haha).
Just some personal aside desires: Would also like to see the tutorial system added onto (which they're actually doing) and bind certain levels of that system into the mentor system, I understand making people know "Super Savage Extreme~!!" so they can teach a level 15 dungeon is silly, not my suggestion. Just that I think rather than 1,000 dungeons completed it'd be far more valuable that they understand the basics of their job and general mechanics of the game (you can be carried in dungeons, a solo tutorial - especially if they made later more moderate difficulty ones would mean a lot more).
Then in Altena's thread a great idea about tiers and purpose came up, beginning tier is relatively easy to get into - smaller icon, medium has some more requirements perhaps medium level tutorial requirements (nothing too hard, not savage end game tier - but enough you prove you understand rotations, directionals, and simple enemy markers) - different icon, and then the high end tier which would allow you to use mentor symbol in end game content but of course you'd need to prove you really understand the game - current icon we have. Mechanic hell tutorial or something lol, I think it would be fun to have a sort of hell challenge anyways.. just to test yourself for yourself. So beginner mentor couldn't have their symbol flagged in the latest end game savage when that's clearly beyond them, but they could still easily be mentor in Satasha. Medium tier could gain access to the roulette. And master tier would allow mentor status to be used on all content. May need to add an exception for new player leaf being only able to rate though, if you add high end mentor for example - since most players wouldn't be new leaf.
The purpose part was just making sure someone who became mentor of crafting isn't able to be a mentor of DoW/M which I think was confirmed in their thread that it was possible to do. I'd personally like to see a small notice of some sort to let players know if a mentor is proven at their job, like if I should look at the BLM mentor for tips on how to play or not - so if they ever add Maat fights or some job specific solo skill test fight then I'd like to see a little star or something when they're mentoring on a job they've mastered (but until they add a system that supports "Job Mastery" symbols it's not really possible to accurately show).
While it WILL NOT fix every issue hopefully the end result is:
-Mentors would be "more" encouraged to be mentors, while not allowing them to specifically target players for not giving them points - encourage players to rate mentors. Crap mentors will still exist, as with any system ever to be made.
-Ability to judge how in depth a mentor is claiming to be, beginner mentor is plenty good for lower level dungeons and helping you find the next MSQ, medium shouldn't be standing in all the circles, master should know better than to look at the eye icon and know that everyone needs to stack at the arrow marker
-Crafting mentor not claiming to be a mentor of PvP when they've never done it
-Ability to know if a mentor is a mentor of their job or not, some mentors are leveling with you and don't know their rotations very well - if you were a new BLM and you saw them you would know if they understand their job or not.
-Hopefully leading into a tighter band of expectations without making life too stressful on anyone, due to the blind nature. The blindness may cause some mentors to stop farming if players are not seeing their value (ran 20 dungeons, didn't earn a single tear for example), but they wouldn't be able to blame anyone specifically AND if people didn't see their value perhaps it means they shouldn't be farming it anyways.