@Vensaval

I don't think the combat itself is the problem, combat is just a bunch of rules, the problem is in the battles, all the abttles are abut memorize because the bosses repeat the same rotation over and over, a solution would be a simple AI of action and reaction, based on differnt patterns not rotations, and combined with certain grade of randomness to avoid exploits and omnipotent bosses, ofcourse this would take some balancing work and a nerf in enemy casting times or 1shot mechanics, because you won't be able to predict all enemy moves like we do now.
If the battle is unique every time you do it you won't feel it repetitive.

mi concerns a part from the above mentioned are:

-The lack of open-world and solo rewarding content (for level 50 players, tomes and such).
-This has been already mentioned but i fell it's very important, we need more gear variety, horizontal gear progression (this feedback has been already sent to SE by the community reps)
-I woul like to see 1vs1 pvp fights, o know it would be unbalanced, but it's still fun and easy to implement.
-And as tank i think we have too much presure in bosses like ex primals, every new mechanic on this kind battle relies too much on tanks, like spiny plume, adds, positioning or tank switch, i dont have any ideas about this right now, but i think you could add difficulty with mechanics that relies on other roles such as cannons or pads like in caduceus.