What I'd actually love to see for 7.0 and for progression beyond level 100 would be to introduce a reimagined take on FFX's Sphere Grid.



To summarize, in FFX, you do not gain levels; you gain sphere levels. Sphere levels move you around a board that has long linear routes that eventually meet at certain "intersections" and is well-liked for being a very satisfying and tangible take on level progression; however, it runs into a few issues. For pretty much the entire game, you're on a locked route normally and don't really get to take alternate paths until the post game in which you pretty much just grind your characters until they max out the sphere grid because that's basically a requirement for most of the post game bosses.

But I'd like to take that concept and instead create individualized boards for each job where several nodes are used to gain additional stats, adopting a similar system we've seen before with relic weapons where, at a certain stage, you start customizing the stats you put into them. A certain number of nodes are preset, like your main damage stat, and a certain amount of critical hit, determination, etc. but you have empty nodes that you can insert specific stats, and this is where spell speed and attack speed could perhaps merge into 1 stat and predominantly be established here rather than on your gear. Or something to that nature. You'd also have ability and trait nodes. It's possible that you might have a choice between certain action and trait nodes, but I think at most a system like this would probably just offer the choice of substats and nothing else. The reason being is because it starts sounding awfully similar to the role action system of Stormblood which was very quickly abandoned as the problem was there were right choices and wrong choices. No healer ever took Break for example, and Lucid Dreaming was required. The fact that it was a choice at all was a trap to anyone who didn't take it. The most choice you got was not taking Esuna except in fights that needed it because it does nothing for you in most encounters, and taking off Protect after casting it since Protect would last for the entire fight anyway.