Suggestions: New Gear and Alternate Dungeon Mechanics
I know that the community team sifts through here (hi!) but if there's a better place to drop off suggestions, let me know.
I've been locked in a discussion with a crafter friend who's convinced that crafted gear is a waste of time. Yoshida has said that the best gear will always come from dungeons, but I have a proposal to get the best of both worlds. First, the crafter makes a level 90 item (which they already can do) which is incomplete. This would be the equivalent of the weathered soldiery gear. There would be no materia slots on it, instead the gear would require oil, sands or some other item from the dungeons to have it completed and upgraded to a level 100 item. From there you could use a system similar to the novus upgrade of getting a catalyst and melding the materia you want for the secondary stats to complete the item's final form of 110. This would be a similar upgrade path of Atma to Animus to Novus.
tldr; Crafted iLv90 gear + Oil/Sand/??? > iLv100 + catalyst + materia > iLv110 with customs stats
The second point relates to the mechanics in dungeons, which basically boils down to instant death dance-dance-revolution. Let's look at allagan rot as an example, since even with full echo buffs, people still bypass the mechanic with the rage mode. Why? Because one person in 8 who does the wrong thing will kill everyone. That's not a challenge, that's punishment. Yoshida said he has to have the dungeons scripted, because if the same move happens back to back to back, it could wipe the party instantly making it seem unfair. But that's only because most mechanics are massive damage/instant death.
Why not have rot have an effect similar to Ifrit EX's Searing Wind. If you fail the mechanic, you start doing damage to those around you, for example. Or on Turn 5, stepping on the edge of the platform gives you weight and pacification/amnesia. Or zero out your TP/MP making you useless until it regenerates, also putting you at risk of hitting the rage timer. Titan and Leviathan could knock you to the edge so you fall off, but are still holding onto the edge so that someone can run over and help you back up, putting themselves at risk of being knocked off while giving you the chance to recover. This kind of thing makes the battles challenging and fun while remaining difficult.
tldr; Don't use only instant death and massive damage as consequences for failing mechanics. Zero TP/MP, determination down, pacification/amnesia/silence, searing wind from Ifrit EX, other debuffs that make the fight challenging while allowing more randomization/less scripting.