I honestly can't think of any questions that would get a decent response.

Savage and Ultimate have dps checks, yet there is no official method to check dps in a fight. Can you explain that design choice?

You say you're against homogenizing jobs and action bloat, but you changed WAR's Esuna-like ability to party-wide shields and you uncapped role action slots. Can you explain that?

Have you considered combining the hunt system with large-scale FATEs that are widely left untouched after they're initially released?

Why do you continue to create content that has many players in a small area (such as hunts and Eureka) when the game is unable to support it?

BLM had its Fire IV potency increased from 260 to 280 in 4.2 and from 280 to 300 in 4.4, about 7.5 months later. Why did it take so long for the second potency increase and doesn't a second potency increase with no other major changes so long after the first indicate that you aren't fully comfortable with how some jobs work?

Can you comment on the ratio of console players to PC players?

Have you had any ideas for FFXIV that were turned down by SE? If so, what were they?

Who makes the rules for what is and what isn't allowed in the game?

Some jobs are reduced to using 2-3 actions when synced. Any chance of adjustments to syncing or how jobs learn skills? (idea: personal option that allows for access to all abilities while synced but includes a penalty of sorts)