My primary concern so far has been Skill Speed, which I would change as such:- Skill Speed and Spell Speed have been merged into a single stat, Haste.
- Haste affects Attack Speed. (Resultantly, it now affects auto-attacks.)
- The global TP refresh now ticks at 50 TP per base GCD. All bonus TP-refreshing buffs tick simultaneously.
- Attack Speed now affects animation speeds.
- Haste now increases the mana returns from personal mana-regenerating abilities such as Shroud of Saints, Luminiferous Aether, and Aetherflow.
- The cooldowns of certain skills now scale with the GCD, such as: Cleric Stance, Defiance, Deliverance, Grit, Darkside, Geirskogul, Gauss Barrel, and Wanderer's Minuet.
- Haste now scales nearly as a percentage of the remaining GCD per point, rather than at a hard stat amount per .01 second GCD reduction. (This gives it a more linear weight, rather than performing comparatively poorly at low levels and very well at very high amounts, now that its indirect limiters have been removed. It's weight still faintly increases with time, but more so than each point of Crit and Det would be increased by having that increased rate of attack.
Apart from that: rescale Critical Strike and Determination faintly to have the same effects both on Auto-attack damage and generally. Again, the aim is to level secondary stat weights for the most part, and make Skill Speed, a mostly dead stat outside of plateaus, more viable to allow for more rotational choices through fixed oversights.
// Other / rough ideas:
However, my ideas concerning stats have gone as far as giving each secondary stat three different outputs that the player can adjust allocation between at any time (I leave balancing constrictions up to your imagination for now), e.g.:
Critical can improve: proc rate, critical strike chance, and critical strike damage bonus
Determination can improve: buff duration, damage dealt, and accuracy
Haste can improve: cooldown reduction, attack speed increase, *global tick speed* (*scrapped the last because it breaks the global, but you get the idea).
However, sadly these are instead far from easily balanceable or weight-intuitive, and would likely fall to third-party or community assessment and deduction.
...Unless of course the game itself were to beat them to it, allowing stat weights to be dynamically mapped out for an inserted sample rotation, etc., making that a much less distracting, and much more personally situation- or choice-specific aspect of the game. But that's a pipedream for another time.
The main thing I want to point out is that all of these have gameplay effects, much like if you were to go the route of making the majority of primary stats viable again for every job (while setting setting constraints to where a given skill may be deprioritized, but never excluded outright from rotational possibilities).
At the same time though, I do not think this many options are wholly necessary. The most strongly I've ever felt my stats was in Wrath of the Lich King WoW, maining Hunter prior to ArmorPen Marks domination, but honestly it felt like that may have even had one or two more stats than it needed to, and I wasn't wholly sold on the massive rotational reemphasis. I think that the less whack-a-mole cooldown attack dependence of XIV would better translate certain stat effects, but it still leaves much to be considered.