Barring a few notable exceptions (debuff caps, Disciples of the Land and War/Magic being awkwardly forced together into content that provides very few opportunities for them to work well together), Diadem works fine. It's just not engaging or interesting.

I'm not sure any of these proposed changes would really do anything to "provide the change and freedom that people were hoping for". There's nothing about them that would make groups do anything other than find the most efficient place to grind mobs, land there, and stay there until the instance timer expires.

What Diadem needs is things that make moving around more efficient than sitting in one spot and killing the same 2-4 mob types repeatedly for the entire instance.

A few examples of ways to do that:

- Add FATEs, or FATE-like events, that can spawn all around the instance. Have varied conditions and scenarios, possibly (finally) including varieties of FATEs that would let DoL participate. Have them reward multiple gold chests and/or steel spoils.

- Given mobs varied spawn locations, both per island and across the instance. Currently you can pinpoint within about a 15-yalm range exactly where every mob will spawn, and what it will be.

- Add locations where there's motivation for Disciples of the Land and War/Magic to work together. Have a higher density of node spawns, but with multiple, weak mob spawns nearby, so that the DoL can get items faster, but only if they have DoW/M there to protect them.

- Add rare nodes and rare mobs deep within the cave systems, making fighting through them to reach the deeper areas worth doing.