MCH: Add something we need to be a bit more reactive with; maybe an interplay between battery and heat?. Right now MCH is very straight forward. Boring between bursts like ninja, spammy bursts like WAR/DRK and painless mobility mean the job just feels shallow. Battery in particular barely feels like a mechanic. Wildfire also feels like a relic. AoE is even more simplistic, making dungeons a bore. Aesthetically, I am hoping for more gadgets.

MNK: MNK is in an incomplete state right now. The removal of GL made a lot of skills borderline useless. Stances are also redundant. Monk needs some kind of mechanic to tie the class together. Something with room to be expanded upon. Not sure what that is, but I hope we get a cohesive vision. I feel more positive about MNK right now than I have in a long time.

DRG: I like the idea Recon gave for life of the dragon to transform our rotation. DRG feels good to me right now, but I am not sure how much they can add before it becomes an unwieldy mess.

ALL HEALERS: I have few hopes for my old favorite role. Our healing kits are bloated while the massive amounts of downtime we have are spent spamming one button DPS. Their solutions so far seem to be to try and reduce downtime... but that just doesn't work. As people learn fights and we get better gear, downtime increases. In easier content and when trying to play the MSQ healers are mindnumbing to play. In an ideal world, I'd say you give WHM and perhaps Sage more interesting DPS rotations and then give AST and SCH more intensive/taxing mechanics with better rewards. (AST buff focused with time magic, SCH debuff focused?) But I honestly don't expect to ever main a healer again.