If what happened with Occult Crescent is anything to go by, the devs probably have plans to crash the gold sack market for older Deep Dungeon drops, on the assumption that it will help pull free trial players into subscribing to current content. Increasing accessiblity to higher floors with additional start points will expedite this, especially if the new drop tables contain all the old stuff.

I think as far as actual innovations are concerned, I would have liked them to look at the roguelite genre in general and come up with ways to implement common gameplay elements with a Final Fantasy twist. The most obvious idea would be to create a randomized 'lost action system' which gets reset after every run, allowing players to put together new builds on every playthrough. That could have been tied to a job system, or could be based off of FFXIII's draw system.

Most of the listed changes seem to be about quality of life rather than about making the core gameplay loop more interesting. The problem is that they don't know how to iteratively innovate on an existing formula to keep it fresh.