This is kind of a fun idea for a thread.
1) A big and mysterious overworld again. Watching stuff on 1.0, I think a thing it did do well was have a sense of mystery and exploration, and the music and environment felt more mysterious. Going to a new continent, they could very well do this. It would also be neat to revisit some existing stuff that we still don't have from 1.X, like West Shroud, the other Coerthas highland/lowland areas, and Gelmorra. Things to do in the overworld. FATEs exist but are pretty limited. Stuff like Eureka and Bozja that have more reasons to do them, more staying power, and are things people can work out for a while would be good ideas.
2) More midcore content in general. They make lots of stuff for super-chill RP stuff, which is good, and they make plenty of stuff for the top end hardcore people, which is fine, but they tend to leave out the middle. Worse, over time, they take the stuff that as more midcore like Extremes and make it more like hardcore Savages, and keep releasing new and more stuff for hardcores, like Criterion Savage, while leaving the midcore with very little. Exploration Zone like Bozja/Eureka is a must here, especially with the longer patch cycles that have more deadtime people need things they can work on once they've eaten through the other stuff in the patch.
3) A shift in encounter design away from twitch reflexes and "solving the puzzle" and more to encounters that people can approach in different ways and that prize strategy as much or more than twitch ARPG "TEST OF YOUR REFLEXES" silliness. This would also mean stuff like dungeons being more chill than hard wall to walls. Let people actually talk and stuff as they go (though that's partly on the community, it's partly on dungeon design). Criterion is a step in the right direction, but it's mostly replacing one hallway with a choice of three hallways, not tackling the problem which is THE HALLWAYS. This would also allow things like Healers being able to heal more, less strict enrage timers that train people to prize damage over anything else, and less Job homogenization/more diversity in kits and playstyles. The 2 min meta + ARPG dance-dance-test-of-your-reflexes encounter design really precludes a lot of design space, forces stuff like nukespam without alternatives (e.g. all four healers having the exact same rotation), and makes everything...very samey.
EDIT:
Definitely agree. Homgenization is mostly based around making everything "balanced" because the hardcores decided if something was doing 2% less damage, it was preventing week 1 clears, and so blacklisted from their parties. (The 4.2 P8S boss having 1% too much health making Enrage debatably impossible for the anti-meta comp didn't help, either). This then spreads to the rest of the playerbase and the Devs have people playing those Jobs upset they can't get into any parties.
Casuals aren't the ones asking for the changes. "making things easier" doesn't mean "...for casuals", as hardcore players also often want things to be easier in the sense that easier means more reliable, which is good for clearing difficult content.
The changes were absolutely made either for the hardcore players or to curtail their actions, neither of which is for casuals.
EDIT2: to try and not derail the thread with a bunch of posts:
I mean, yes?
Those are the same people benching RDM because it "works harder than SMN but doesn't output more damage" and insisting that even if RDM did output the same damage, it would still be benched because SMN is easier, and demanding that SMN do less damage and RDM do more.
Casuals aren't doing that - they don't run parsers and don't care. In casual content, both SMN and RDM are wildly successful and both very highly played.
Midcore aren't doing that - they appreciate RDM's Raise utility a ton and value it much higher than the hardcore.
Only the hardcore are making those arguments and even advocating for Raises to be removed from SMN and RDM "so they can be properly balanced against BLM and the Melee".
So yes, THOSE "hardcore elitists" would be correct.