Fair point and I agree.
Disagree,[*]No half baked Class > Job system that gets abandoned after the first expansion.
That's one of the things I liked about the original ARR was the starting Class then moving on to a Job. I particularly liked the original SCH and how it worked and the way it combined with Arcanist even though I know the Devs obviously did not...
SMN well that's a mixed bag on both sides of the argument. I do like how it progressed from Arcanist with DoTs and Carbunkle and into the original Trances like Dreadwyrm and Aetherflow stacks the way was into Heavensward.
Not really that entirely enthused with the changes in Stormblood, that is kind of a mixed bag some good, some bad. The Demis obstructed view and caused just as many problems with evading mechanics as they gave in coolness factor which was pointless as you could have just done this with an Ethereal Trance Overlay instead, but the mechanics of how they work was pretty cool.. the Egi rework... well that wasn't half bad.
I also liked Cross Class skills and Subjobs from leveling multiple jobs from ARR. While they varied in effectiveness depending on the cross class skills you picked, they were a very unique addition that I had always loved in FFXI as well.
That I also don't agree with.[*]Don't tie Duties to MSQ and then have to force Duties to be the ONLY content because you need to fill up the queues so newbies can complete the MSQ. (If you must, do what Astellia Online does and have the MSQ required event be a solo version of the duty)
I loved my newbie (as in new to the game entirely) days back when I started and did those dungeons in the MSQ in ARR. It wasn't until the later expansions that they became a nuisance as you were leveled so high that level syncing back to that levels was like putting on handcuffs.
Wait times are solvable with addition of either a Trust or beginning Squadron so they won't be as much of a nuisance to higher level players as the game ages.
BUT... having them attached to the MSQ was a ton of fun and mystery and really sucked me in like I was a part of the story.
Totally agree with that, a lot of the original ARR dungeons are very like that which is what made them so fun as a newbie. Though... I admit they do need some changes in terms of what the goal of the dungeon is at the beginning. Like... one time the goal is to unlock several doors in a row using mechanics, another time its to get to a chest on the other side of a chasm, basically using ALL of the dungeon in various types of objectives from the beginning. Sometimes mob spam... sometimes multiple boss mobs, etc.[*]Duties should be more than just Hallway simulators or "One dude in an arena"
Then it will literally be different each time you go through.