First off thank you so much for all of the wonderful QoL changes implemented in 2.28. As for the future I know there are things that could make this game even better and more streamlined.

I'm sure these types of things have been posted before but since I haven't read every nook and cranny of these forums, worst case scenario this will be an idea revitalization thread since the following haven't yet been implemented:

1) Crafting using multiple crafters convenience

B1 (Background 1): When crafting 'higher' level items, many times these end items require crafted items that are craft-able using a different crafting class than the one needed to make one end item. However when you make an item and then try to switch classes to another class that would be able to make the next item on the list, you have to close the crafting log and make your character stand up before you can switch classes just to make that simple item and then repeat the same procedure when you change back to the original class to make the final item.

Q1: Is it possible to program a system where when you choose to make an item in the crafting log that requires a different class than what you are on and you click synthesis it would automatically switch you to that class using a pre-designated gear set that you choose so that you can continue crafting without interruption? (instead of an error message telling you that you need to be a different class to make that item and having to go through the trouble to switch classes)

2) Quick synthesis upgrade

B2: Currently the quick synthesis feature generally doesn't make very many hq items and even sometimes fails items that if a player had done it by hand using their known rotation would be impossible to fail. And furthermore when using quick synthesis if you use hq ingredients it does not affect the quality of the product as it would normally if the player made it by hand.

Q2: Is it possible to implement a feature in quick synthesis where you can choose the order of skills to be used so that crafters can get the highest quality and best success rate on their crafts that their current gear and skills allow?

B3: When crafting and a duty pops up, you have to cancel the craft and switch classes in order to commence the duty.

Q3: Can you make it so that if you hit commence on the duty it will cancel any craft you are working on (maybe put in a warning that the player will lose the materials), automatically change classes back to the class that you queued into the duty on, and then commence the duty?

4/5) Party Finder

B4: When speaking with an NPC you can't join a party finder group. Sometimes by the time you realize this, close out of the pf, close out of the npc, go back into the pf and try to join, the spot has already filled (especially more common now with the huge amount of people wanting myth farming parties)

Q4: Can you make it so that you can join a pf group while talking to an NPC? (including retainers and the market board as there are sometimes multiple menus that must be closed out thereby potentially taking enough time for a person to lose their spot in the pf)

B5: When running a pf group you can't manually invite anyone into the party. This is incredibly annoying especially when people feel insulted that you didn't invite them to your party and just told them to go to the party finder to join it. (Of course anyone that feels insulted just doesn't know that this bug exists or else they would just realize oh they aren't being rude they literally just can't invite me while they have a pf)

Q5: Can you make it so that a player tho is running a party finder can also manually invite people in addition to the pf recruitment?

6) def/mdef comparison

B6: the def/mdef stats on a piece of equipment are compared to the currently equipped gear in green for an increase and (red) for a decrease. However this is almost completely useless for accessories as most if not all have either a 1 or a 0 for both stats. It would be useful to be able to compare all of the other stats using the same green (red) convention.

Q6: Can you implement a gear comparison system for all of the stats when looking at gears rather than merely just def/mdef?

7-9) Mounts

B7: In fields it's faster to travel using a mount than it is on foot. However when you approach the NPC that you may need to talk to for a quest, you can't talk to him/her until you dismount. Since I've been playing a while, I have gotten used to this and automatically press the mount button when I get to an NPC and in fact even in towns were mounts are unavailable I find myself actually 'dismounting' as I approach an NPC only to realize that I'm not even mounted in the first place and I get an error saying "Mount unavailable in this location." All muscle memory because you can't talk to NPCs while on a mount.

Q7: Can you please allow us to talk to NPCs while on mounts?

B8: When I have my chocobo out to assist me in the battlefield, I can't use the mount roulette, only the chocobo. This is very annoying and it's the reason why I rarely use my chocobo to help me in battle.

Q8: Can you allow us to use the mount roulette even while our chocobo is out? I'm assuming this is easy to do as the pet already follows the character while on a mount, so why not the chocobo?

B9: I know for sure this has been asked and I'm sure it's coming but for completion's sake: When I queue for a duty and then have a 20 minute expected wait time I used to want to summon my chocobo and then complete some fates or other various monster kills while I waited... until it kicked me from the duty finder when I summoned my chocobo...

Q9: Can you make it possible to queue for a duty while having a chocobo (or other companion) out?