First, Shurrikhan, thank you for this thread. It’s rare to see one that’s generally constructive these days.
Regarding your new questions: (warning, brick of text, bolded to give the tl;dr version)
1) I’m not involved in the meta personally to really have a valid opinion on this, but I would say that the mechanics need to be meaningful. More buttons for the sake of having buttons is just not a good feeling, or having positions to just give busy work without really potent gains is just busy work. I would also say things should not feel clunky to play.
It’s not so much I love or hate the 2 minute burn, it’s that the rotation itself needs to be pretty straight forward. I also hate resources that are on timers- Blackmage is an example, if you can just keep juggling forms to keep your power on, why not just let it stay permanently on until used.
I think Samurai is in a perfect sweet spot- the overall rotation is tight- it has a DoT path, a longer DPS path and a special ability burst. Doing those 3 things gives an additional burst, and there is a resource you can burn to weave additional damage. It’s simple, it’s easy.
Reaper is close, but when you go into ReaperMode, the typical 1-2-1-3 suddenly becomes a 3-2-1 which is cumbersome, and it’s easy to accidentally hit something and not use your finisher.
(More detail: )
Normal Mode: Soul Slice -> Gibbet -> Soul Slice -> Gallows (1-2-1-3)
Reaper Mode: Void Reaping -> Cross Reaping -> Lemure’s Slice -> Void Reaping -> Cross Reaping -> Lemure’s Slice -> Communio (3-2-1-3-2-1-4)
This could easily be fixed by making Lemure’s Slice first (1-2-3), or making Lemure’s slice the same button as communio, turning into communio after 2 Lemure’s slice. (3-2-1-3-2-1-1)
Redmage similarly has you dash in as part of the burn which can be bad if there are holes near the enemy (like Suzaku).
More specific to your question, I do think more boss mobs should use visual cues (like certain dragons/Minotaurs/cyclops) that don’t necessarily show the orange threat zone, or that they should do their abilities in random order. Less memorization, more pay attention and react.
2) instanced housing, all the way.
3)I wouldn’t mind a sort of shared account unlockables. Guildwars does this: unlock a mount in character A, all characters can use that mount. For FFXIV, things like glamours, dye. In addition, you should be able to /friend your own accounts, or just straight up a shared account-wide inventory bag, even if it is only accessible via company chest.
4)People might not notice it, but the devs have done a lot of QoL in recent patches. The reworking of Heavansward for example clarified certain boss attack indicators (such as the slime-slinging tRex guy). More of that is welcome.
And I would add that they should consider making a gold saucer mini game that is essentially “dodge the mechanics”, with commonly seen boss mechanics like gather together, thunder donuts etc. what we have with Yojimbo is a good start, but there needs to be more commonly seen mechanics.
I would also say there needs to be a more “live” version of the test dummy thing where you can practice your dps/rotation on moving enemies…like halls of the novice, but against enemies that do negligible damage with infinite hp.
Finally in 4, I really wish they would take time to homogenize systems. Eg. We do not need trusts, and squadrons, and the trusts-but-not-trusts-but-only-for-low-dungeons. Just straight up use the Scions if possible, including the B-squad scions like Hoary and Ocher. Squadrons..I dunno what to do there. Have them be part of the trust system, so you can make crazy teams that are “non-canon”, but also specifically 8 people who you can send on personal errands as we do? I dunno. It’s janky.