I'm sure that many people have complained about things in this game without having actually thought about how to fix things. Or even what the root causes of some of these issues are.
In this thread, try and identify things YOU think are wrong with the game and how they could be changed or modified to make the game more engaging. I'll start with a few.
1) Party size. I think that the party size should always have been 6 and 12 rather than 4 and 8. This would then mean TWO groups of 12 would make 24 for raids as they are now so that wouldn't require many additional changes. The amount of DPS to heals and tank ratio is always significantly skewed to the DPS side in MMo's. Even more in a game that has no real accountability for the DPS. Tanks and heals can be pointed at because HP bars drop (even if the fault is the DPS dropping stuff on the tank, or the DPS standing in stuff dying). So with a shield that their fragile emotions might be hurt, and the lack of allowance of a parser being allowed in this game since 2.0 DPS really can do whatever they want even more because of... Well look to 7. This would also allow for more support roles. This would take some work now but I feel it would allow a bit more room in groups for people to do things, and would help alleviate DPS ques AND stop people rolling tanks just for the ques and don't put their effort into the job. While this might take enough balancing to make it more of a thing for 4.0, if people KNEW that something was being done to alter que times and give the devs more room for player customization (In this case a support class would be more significant than in a 4 person party because at most in a 4 person party they buff 1 real DPS. Which would make them either useless in small groups or super OP in 8 man).
2) More varied effects of failed checks. Having debuffs or an additional phase added to a boss if you fail a check would be a nice way to allow recovery if they handle things well. An easy example (From back when it first came out) If Titan's heart wasn't broken, a large AoE could have been thrown out, and he could have had a buff that changed the patterns of his weights of the earth. If your mechanics were up to snuff and you just didn't have the DPS by gear or whatever, but were able to deal with the tank busters and other such things you could have won based on managing more and more difficult skills as the fight went on.
3) Develop some more original story lines. Put down the old FF games, get off the TV tropes looking for ways to make it "different" but still pay "homage". The characters in this game are flat and mostly unlikable. FFXI proved you could have a damned good story in an MMo. And it did it forever ago. I've been told that TOR has fairly good story as well, but that's not something I would know.
4) Implement some stuff like BCNM's in FFXI. elite type challenges that can be handled in multiple ways, that give good loot and other effects.
5) Invest in some more servers for housing. You say you have no money for it but let's not lie here. You could EASILY add more zones for houses but you refuse to do so. Although let's be honest here. You've dumped more money into failed projects than all but maybe capcom? I mean how much is the current bill for FFXIII VS... I mean. FFXV?
6) make your progression a bit more horizontal. Way back when in the hard modes, I thorough that it would have been so much better if there was an effect per primal weapon. Some sort of defensive proc or effect on titan's weapon(Maybe something for those who sometimes miss important dodges and keeps em alive once in a minute), Ifrit would be good for burst damage, while Garuda would allow attack speed or damage over time procs as you used them with the same item levels. This would have kept all the primal popular as different classes/players would gravitate to them rather than just going for boring Ilvl upgrades. Allowing more fights to stay current and have purposes means more people willingly go to them meaning that people are less likely to say they have "nothing" to do.
7) Open world content. Fates are there but aside from marks and spirit binding this whole game's open world is a little pretty (Tera is more imo. And their dragon ladies are definately a whole lot more dragon), it feels almost dead. Most fates fail or succeed matter little. They are a thing that feels slow, and not fun minus a few exceptions (the bridge one with the three stage kidnapping, and the bee hive defense/capture). FFXI had two things that could easily be implemented using a system similar to fates. One such fate is almost in place near camp Tranquil. Campaign and besieged would be wonderful additions. Large scale defenses with NPC's who we might actually come to know and remember. If we lose, in a small town, NPC's that might take a few people to clear out spawn and everyone involved in the reclaimation mission will get some nice exp/money and perhaps some other reward. If we lose on a larger scale settlement with an Aetheryite, why not have an NPC or more than one be kidnapped and we have to go rescue them. More EXP more active, more fun.
8) Doing stuff at cap level. People always try and find excuses not to do stuff at cap level (Guilty) and try and switch to jobs that can get exp. Even if it would help their friend out because it feels wasteful to not collect EXP when you can. So, in place of this, why not allow friends list people who group have an item that both can wear that will give half the exp that would be earned by one person to their friend? Or conversely, have your exp gained at capped level directly add to your rested bar little by little so that the exp does not feel wasted.
9) Many of the quests that you do while you level are storyish and shouldn't be repeatable. But the kill quests that require you to just slay X number of mobs to keep them in check, or collect some materials for an alchemist or a cook or something SHOULD be repeatable based on job. Giving people more options even if questing is slower than grinding fates would allow people to kinda do what they want and more options are options.
10) Inventory. With all the crap you need to hold if you're combat and non combat stuff it's amazing how much crap you'll get. more in game storage would be wonderful without having to pay for it on the mog store. I mean, this is a sub game and not a f2p one right? I know WoW gets away with it, but when they implemented it they had more content and plenty of ways to get equivalents of things through the game. When that shifted well.. Go look at the Like/dislike ratio of that stupid flying arcane cat thing that they released to cash shop during some of the worst of the WoD content drought. I don't disagree with a cash shop but I disagree when there is a cash shop but the game is significantly behind in it's content development, even more so when if the game has been as successful as SE has made it out to be that they've really not put any money back into it and keep it with a super small team for development.
Bitch if you want in this thread. But if you're going to bitch at least come up with at least semi-reasonable ways they can fix it. Tell me to quit if you think that I'm wrong about things. I just might. I only came back because my friends said the game had markedly improved. I've yet to see it.