Oh, I got a good deal of things I'd change.

1) Complete overhaul of combat system/Enemy/Boss AI. Less alt tab auto attack garbage, more action. Removal of GCD. Enemy AI changed to compensate for change in combat system, making them more reactive to player abilities causing them to evade/defend themselves better.

2) Reactive tanking. As part of the change with the combat system, no longer will you rely upon RNG to determine whether you block with your shield, or parry with your axe. It's all reactive to the press of a button. This of course will use up a different resource unique to tanks to use these.

3) Removal of excessive grind, near pointless RNG and instead making gear rewarded from raids/dungeons etc unique to each player. Gear is tradeable with all people in your alliance for a set amount of time.(Only gear tradeable, no gil or anything from outside the dungeon.) Atma changed to fragments you acquire per each fate in the zone. Approx 15-20 fates guarantees an Atma. 9 book grind instead becomes a choice of 9 books to put what stats you want on your relic.

4) Skill ranking: As ilvl is no indication to skill level... When queuing for DF you will have a set skill ranking that is increased or decreased determined by how well you perform. Are you great at avoiding damage, dealing damage? Expert at keeping your party safe from enemy blows? Do you make sure nobody drops below a certain % of their health and that nobody really dies under your watchful eye? You get a personal grade. If you're terrible, die a great deal etc, Your rank will be low, and you will be queued in with other people of low rank. This lets the more skilled players play with people their own league, get things done at more quicker pace. While it forces the lesser skilled people to git gud or forever be stuck where they are. If a high skilled player is in a group with a low skilled player and they queue for DF, it will go by the lower skilled person's rank, disallowing total carrying.

5)Reactive encounters: No more aoe circles and ability indicators for boss encounters. Study the enemy's movements, learn their attacks from trial and error. Enemy Ai becomes more intelligent and may prioritize certain abilities when the need arises making the encounter vary per attempt.

6) Materia system overhaul: I recall in 1.0 that certain equipment yielded higher chances of specific materia types. Return of this and increased overall spiritbond gain.

7)Change to crafting/gathering experience point values. No longer will they be the same or anywhere close to a combat classes'. Adds special perks for crafting, maximum of two specialized crafts. Perks could include no failures melding equipment that is repaired/crafted by said class, additional materia slots etc(Items enhanced by these perks cannot be sold or traded)

8)Overhaul of Hunt system. Open world dungeons make a return and Hunt NM's appear within them. Hunt NM's are phased for people the same way leve mobs are. You will still need a group for the higher ranked ones. In the process, they still have the same spawning system as they do now(Minus these weird spawning reqs S ranks seem to have.). Killed a NM in this area? Come back in an hour or two for another shot, or go to another dungeon.

9) HNM's, which work the same way Hunts do now. They only drop vanity equipment. There's your competition to be fabulous.

10) That Favor system that was in that april fools page. Who doesn't want their favorite NPC as a waifu?

11)Return of better meshes and textures the 1.0 version had for PC users. Hell, make the textures even better! Bring back the women's butts!

12) Make jiggly bits jigglier.(But not excessive)

13)Return of the NPC Fellows from 1.0. Only now they do their jobs better.

14) Better chocobo system, makes them use their abilities more often instead of waving their useless wings around with their mouth agape as if someone is waving greens in their face.

15) Skill chain system, certain actions can be chained together to create a more powerful effect. But has a heavy drawback upon being used. (Increased TP/MP consumption for it)

16) No more party Limit Break, each player has their own gauge. Each Limit Break varies per job, it can miss and be wasted if your target happens to move. Certain Limit Breaks can be combined with other players to create a more powerful effect. MORE METEORS!? MORE LIKE ASTEROID.