Maybe it's just that I'm so tired that my eyes have partially glazed over all zombie-like, but I could swear none of you have asked the most important thing of all....
1. Craftmanship vs Magic Craftsmanship, can you give us some pointers on how to tell the difference?
Following that:
2. are there any plans to make the day/hour/weather element affect in-game outcomes? if so, do you have an approximate time frame?
3. do you have any plans to further increase the monster population, for those of us who crave greater density for our killing fields?
4. are you considering adjusting the difficulty of synthesis so that synthesizing base mats (logically) has a lower level than synthing the final items those mats are made from? do you think making this adjustment might perhaps ease the problem of players not being able to obtain the materials they need to craft with?
5. when I first heard about ffxiv's synthesis system, way back before I started the game a year ago, I had the impression that crafters would be able to mix and match the colors/components of the garmets to make their own individual creations. Of course the synthesis system still requires set recipes, and mix & matching isn't possible. Now, with update 1.19, you've simplified those set recipes still further. Do the devs have a goal of one day (perhaps in a year or two, whenever) perhaps enabling such 'mix and match' capability into the garment synthesis system?
6. It seems weird that DoL have abilities they can apply, only to never have those abilities fire. Or if the abilities do become active, only doing so near the end of the player gathering from a specific node, and the ability then expires when the node has been depleted. Additionally the abilities having no impact on the offhand gathering system at all. Have you considered adjusting the DoL abilities so that either:
(i) they become active as soon as they are applied on the abilities/traits bar; or
(ii) when they become active in game the effect lasts for a specific amount of time, eg 5 to 10 mins, rather than expiring once the current gathering node has been depleted; or
(iii) like DoH abilities they are listed as options for players to choose while gathering, rather than being applied by the game randomly and without player choice?
7. I suppose the introduction of chocobos has to be experienced first to see how it caters for player's travel needs. However I was wondering whether you have had any thought to introducing a similar teleportation option to the 'supplies run' quests of ffxi?