There needs to be a fair way for a group to share items and thats Treasure Pool and Lotting System. Having a randomize item giver doesnt help.
Can Leave/Enter Parties in battle or anytime.
Have a simple seeking party function.
Have Camps for exp groups.
These are already promised as being worked on. Most of these functions are tied to the way the server behaves and until the patch in which that will be adjusted, it's not currently possible.

Adjustments to SP/exp on some harder types of enemys. Aka Doom Toads.
There already is an SP bonus system on certain families of mobs which are deemed more difficult than your average. Skeletons for instance.

Add diffrent objectives, gathering items, slaying all enemies, slay mega boss, escort npcs, and evoiding enemies.
I do agree with this, I hope they add more variety to the raids. The current rank 50 one which just has you train past the entire thing feels so wasteful to me.

Earn 1 Raid Pass every 24hrs. Maxs at 5.
Problem with limiting entry on the dungeons, is that you might have a very vital members of your group which will be locked out at different times. Or spend a lot of time gathering people just to find out you can only do one raid, and fail it then everyone is upset. The drop rates are rare enough that I don't think "spamming" the raids is an issue. It just makes the content far more boring if anything.

??? Locations need to be random and not alwas in same locations.
Raise the armor rewards
Gain 2000SP after finishing a raid at R30
Gain 4000SP after finishing a raid at R50
Earn 500 raid points after finishing a raid
I'm not sure what you mean on the ??? part. Treasure chests? Blue circles? Whatever it is you collect in the rank 30 dungeon?
I don't see a purpose of handing out sp and company currency upon completion of a raid. Most people are already capped when they enter, and your prize is the possibility of loot. That feels like enough to me. I'm sure something will be added in the future which you can use to farm company currency with. Otherwise, they wouldn't have bothered listing consumable items in the purchase list.

Make it so you mine/harvest/fish/log at a location and get no items with a success and still get SP.
Lower the amount of items you gain in gathering with successes of no items. Which means players will gain 50% less the amount of items they are gainning now.
This will save bag space and raise the value of those items earned.
Add a direction arrow to mini map after finding a mining location.
Gatherers are classes which sole purpose is to acquire those items. If anything, the drop rates on those same items should be significantly reduced from loot pools of mobs. Or eliminated all together. It doesn't make sense why slaying a single monkey should net me more ingredients than a few harvesting points.

I kind of feel like we get showered with far too many drops off average battles. Fight a goat, get 5 different items, fight a doblyn, get another 3. Fight a faction nm...get a small handful of crystals.... Rather than punishing gatherers for an influx of items in the game, we should be focusing on what other means those items are obtained and adjust down from there. Give the gathering classes more value and purpose. It's more effective also since a single gatherer has a cork built into their class which doesn't allow them to gain any more items after a period of time. Where as, anyone can go and fight monkeys or goats to their hearts content and come back with more.

As far as SP goes, there are three tiers. Full SP for successfully gaining an item, half SP for coming close but failing, and no SP for complete failure. The argument comes from gathering fatigue just full on halts you from having anything but full failure.
I don't believe giving full or half SP on full failure is the correct solution. What will happen is that you'll have a bunch of people only travel to rank 5 nodes, and get full SP regardless if their level is actually able to farm that node or not. And basically power level their way through.
SE promised us in the last patch, alternative methods to level gathering. I've not seen it, unless they meant the mega steroids Arnold Swartzenager boost in gathering leve SP. Which is wonderful and great and all...but...if I'm already locked out from gathering fatigue it's impossible to successfully complete the leve and we're still left at the main issue. That gathering fatigue prevents gatherers from leveling the way they need and want to.
I'd love to see a new side hobby added which doesn't net you any items and just purely SP so that it bypasses the fatigue system. It should be on a long timer so that it is not abused. Maybe like once a week a botanist could go pluck ??? weeds from the guild's instanced garden, etc, for a decent chunk SP.

With the decreass of items in Gathering raise the SP gain to double in crafting.
This should make players do less number of crafts toget the same amount of SP. Over all saves players playtime.
I'm not sure on this. Once again, I don't believe punishing gathering classes by making them ineffective at what they do should be done for the benefit of the crafting classes. I do agree that crafting seems to take too long for both completion of the task at hand, and leveling up in general. It would be nice, to instead just have more local guild leves available which drop off points are all in the same city in which they are issued.
This would allow crafters to get much needed SP boosts without further littering the economy with uneeded items, but also put a limit on it so that it is not abused.

More voice acting during cutscens.
Grouping for doing Missions
Agreed. Voice acting is really expensive, especially included the extra rendering of the fancier cut scenes to match with it. So I hope we can come to a point where this is commonplace in the game.