Things that aren't "innovation" so much as they are copouts designed to step around any system that aims to reward effort and innovation:
Mob hits too hard. "Innovation": Kiting
Mob hits too hard. "Innovation": Terrain blocking
Mob hits too hard. "Innovation": DoT death by attrition
Mob hits too hard. "Innovation": Bind rotations
Mob hits too hard. "Innovation": Stunlocking
Mob hits too hard. "Innovation": Don't feed it TP.
Mob doesn't die fast enough. "Innovation": Rangering ranger on their rangers
Mob has heavy AoE. "Innovation": Rangering ranger on their rangers
Too many mobs. "Innovation": Manaburning
Too many mobs. "Innovation": Spike damage whoring
Devastating AoE debilititations. "Innovation": No meleers.
Timed fight with pressure. "Innovation": Zerg rushing
Unless the developers have novel ideas on how the population won't take their "system that rewards effort and innovation" and turn it into a system that "rewards archers and thaumaturges for being archers and thaumaturges" I really don't see this new direction enhancing the game's quality.
Effort will become "If you want to be useful, level a useful job."
Innovation will become...well nothing. It'll be the same copouts the population has relied on to shirk difficult content for years.
The tanks, mages, and ranged fans in the crowd are licking their lips at these buzzwords, because they know that ultimately it's their jobs that will come out on top of the ensuing mess. Sorry meleers. Looks like you'll be standing in the corner of the Ouryu fight again, lest you ruin the blm's "innovation."
Player-driven innovation is weak, derivative, exclusionary, and elitist.
Innovation can only come through the developers ironically, in creating a challenging system that doesn't exclude people but rather by necessity includes everyone who plays the game. Not just the same jobs over and over.
People will claim it's the players' faults for resorting to cheap tactics and relying on the easywin tactics, but it isn't. It's the developers' faults for not designing quality game design. If their solution to an easy game is to just throw a berserk boss fest at 20% HP, a bunch of paralyze-class AoE's at the players, and to make them hit like a truck...well we already know how to handle those situations: just bring the 3 best classes in the game suitable for that kind of cliché "difficulty" and ditch the dead weight.
Cliché challenge calls for cliché behaviors. They worked before. They'll work again. I don't want to see this game become a playground for prima donna archers and mages like FFXI did from years 1-4, and we'll be well down that road come fall unless the developers have some NEW challenge up their sleeves that demands REAL innovation and effort.