I mean they could just implement PRD if they really wanted to keep the RNG factor in the game, but I think it'd be better to just find a more engrossing mechanic than RNG.

RNG is a very binary design. You succeed or you fail and the player has little impact on this. Even in crafting when you can use skills like Steady Hand and Steady Hand II I feel like RNG dictates my success far more than it should.

I'd like to see more instances of Good/Excellent condition proccing and less percentage based succeed/fail scenarios in crafting. I'd like to see materia melding revamped to either be a mini-game similar to crafting or a scaling system where progressive overmelds require more materia of a given type/tier to successfully meld. Just anything to make it so that my choices dictate whether I succeed or fail rather than some dice rolls behind the curtains.