As ARR draws to a close and we march forward into Ishgard (hopefully making a stop in Ul'Dah to garrotte a certain Lalafell who set us up in the first place), I hope the devs have taken some lessons away from the first successful reboot of a failed game. Here are a few that I hope they will carry into Heavensward:

*FATEs need to be even more dynamic, with enemies becoming more powerful or numerous as more people enter as well as the converse.

*In addition to the Hunt Logs, a weekly endgame Hunt Log should be included that offers tomes and Allied Seals as rewards. The only question is whether Coil/Alexander bosses should be included.

*Healer Limit Break 3 needs to include a 10-15 second barrier effect to allow parties to recover sufficiently enough to continue fighting through the weakness effect. I've seen too many situations where a party that was raised by LB3 were wiped out seconds afterward due to a lack of recovery time.

*If there needs to be RNG in something (crafting, gathering, treasure drops), there also needs a progressive element that minimizes streaks of bad luck.

*Any and all new dungeons need to continue the trend towards smaller groups of sturdier enemies as well as barriers that can only be deactivated after defeating said enemies.