I'd like to see two types of options as well as a few enhancements to current options:
Request Dye/Advanced Dye:
Two ideas with this:
With this feature, a properly leveled crafting class can dye any piece of clothing. This would mean that a player could potentially request a crafter to dye the clothing
In addition, allow for more dying options for properly leveled crafters: Like for example:The Lady's Yukata (Black) has 4 colors: Gold?, Brown?, Black, and White. Allow players to dye each of those colors individually. This would allow people's personalities to show up a bit more and provide incentives for crafters to exist.
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Request repairs:
This would be a somewhat special case, there would be two modes for this:
Out of duty and In duty.
Out of duty, either player would be able to pay for the repairs materials and you could even offer gil for a repair.
In duty, the person making the request provides the repair materials and cannot offer gil. This will be primarily for if someone forgets to repair and instead of abandoning the duty (especially if the DPS have been waiting for several hours, they don't want to wait again for several hours again just because the tank forgot to repair).
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Some improvements for current options:
Materia melding:
Requests: Allow either player to pay for the catalyst. Allow payment upon success in addition to payment per attempt. (Someone might want to pay 10k for an attempt and 50k for success.)
Melding classes: We can desynth as any class and the exp goes to the proper class, we can do item turn ins as any class and the exp goes to the proper class, so... Why not allow us to meld as any class and have the exp go to the proper class (in the case of the challenge log, it could be set to go to the class that last did melding).
For meld requests, the player would see the level of the class being requested on the confirm request menu or before.
Meld until success or empty: Sometimes we are just going to meld multiple times anyways. Why not have an option to just keep melding until you succeed or run out of items?
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Craft mats:
If the mat is craftable but the player doesn't have any in the inventory, allow the menu to have an option to take the player directly to that craft and change jobs if needed (that could be an option though).
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Search recipes:
With the menu, allow players to see a list of what recipes the player knows that the item is used in instead of having to search through their lists one at a time.
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And a thought for fun:
Allow level 50 gathering and crafting classes into specific primal fights. This would require party finder but would only allow one gatherer and one crafter in addition to 6 combat classes and would slightly change the fights. And there would have to be one of each.
Examples:
Fisher and Culinarian for Levi. Battle would start on a boat and Fisher would fish on the boat until Levi is caught. Then an enraged Levi would attack the party. After the fight, the culinarian would be allowed to attempt to craft a "meal" from the "flesh" of Levi to give the party a buff. This would require the culinarian to have not fallen off the ship though (but not necessarily "alive")!
For Titan, it could be a miner and either a goldsmith or an armorer. Battle would start off with the miner mining a pile or rocks until they dig out titan. Then an enraged titan could attack the party. After a fight with the crafter still on the platform, the crafter would be allowed to craft some form of item that gives the party some form of a buff.
Just examples. These buffs could do things like increasing the chances of a rare drop slightly if the entire party has the buffs for 180 minutes (encouraging the party to stick together) to slight elemental resistances to various other effects. These buffs could even be some sort of semi-rare material after the duty ends for each party. Like maybe a rare fish for Fisher and Culinarian or Ore for miner and goldsmith/Armorer.
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Edit: Extra thought:
Combo crafting:
Crafts that require multiple people, sometimes same class, sometimes different classes, to craft! Where each person contributes to a certain percentage of the final craft with some overlap (so one person doing extra well could make up for someone doing a bit under par).