I'm loving XIV's triple triad but I'v ran into a few QOL annoyances, generally outside of the game.
Deck Saving - ControllerWhen compiling a deck the only way to save is to go down the far left then hit save, this usually means going through 6 of 7 columns before you get to the button. I feel hitting O should give you option to save or leave without saving instead of making you manually move over to the save button.Deck ChoosingWhen your farming NPC's for cards it becomes natural to get into the rhythm of spamming X through menu's, or pressing up once and hitting recommended instead of deck 5, this leads instantly into said deck being selected. A confirmation window should appear to question your decisions, maybe with a don't show again check box for those who prefer the insta-selectNPC markersWhen you beat an NPC they lose their marker on the map and over their head, this means you can't find them again without outside information, would be especially problematic after a long break. Especially if your farming NPC's who are only available to play at certain times. Instead of disappearing it should just be replaced with a green tick version for quicker visabillity when refinding the NPCS.MGP Visibility [Gold Saucer QOL]Seeing the amount of MGP you have obtained is more difficult than need be, a UI element like the gil one would be incredibly useful.ForfeitIf you start a match you are locked in until it ends, this means if a duty finder window pops as you start a game of TT you may have difficulty finishing before the timer runs out, to combat this the ability for forfeit a match and the entry fee should be added.General Ideas
100% dropA big part of VIII was every victory led to a card in your possession, whether it was good or bad, with the amount of MGP that needs to be farmed NPC's should be given a 100% chance of dropping a card, this would have to go hand in hand with giving each npc a few more cards to drop that are worthless but at least add to the over MGP you can gainPlayed cards drop increaseAnother part of TT in VIII was if you wanted a rare card they had to play it, this led to farming until it found it's way into their hand. (that poor kid with moggle, may aswell have taken his lunch money while i was at it). If a card that can be dropped as a reward from the npc is in their hand it's drop rate should increase by a noticable amount (5% give or take)