In practice, none of those things work very well besides repairs. Durability/repairs are a good way for crafters to still earn money even after the markets have been saturated with items. Unlike FFXI where gear-crafters were often left without much to do once the game grew tired, in FFXIV they still have a role to play and can still feel useful.
Stat reallocation is perhaps the obvious flaw in the game. While you are premitted to change your class at the drop of a... hammer, you can't become feasible in that job without hours of point reallocation. Reassigning stats by spamming enter and enter for ten minutes isn't exactly very enjoyable either. Another issue is that the stats themselves have to be demerited to prevent the system from being abused and becoming overpowered. So it fails in some ways. Flexibility is good, I just think they need to readjust the system to still allow for the flexibility, but at the same time make it less of a chore to reallocate stats and also make the stats do more than they currently do.
Surplus is interesting, but I think a bonus system would prevent a lot of the complaining. Most people just perservere through surplus nowadays as if it is the new norm. So i think having surplus be the norm and making a rested bonus system would alleviate much of the issue. It's psychological as much as it is an actual flaw with the system. People who play only a short time every day will never be able to experience the game as fully as those who play every day for hours and hours, so a rested-bonus system helps those people gain more for their short playing time as compared to the more hardcore people.
So my suggestion is to flip the surplus system so that being in surplus is the norm & being out of surplus is called a "rested bonus". The same effects can be achieved with less of the mutiny/crying.