The real want here is emergent gameplay systems. A system where players by performance can change the outcome of content by using provided tools to either progress faster, smarter, or smoother.
1.A lockout- There is no player input here to change that outcome other than not doing content.
2.High grind- This is an mmo by design. What the player wants is some way to make the progress more interesting, smoother, or faster via player input.
3.Repetitive endgame dungeons- Se can add branching paths or random enemies, but imo that still don't make it emergent only adds flavor. The solution imo is different types of unique endgame such as solo,duo,4man,8man,16man,24man open world, instanced, public, or mixed.
4.horizontal vs vertical, item bloat, skill bloat,memorized repeated fight mechanics-It's not about how many items or skills you have. The answer is how useful and how good/situational each item or skill is. Can I as the player use a tool to change the dynamics of a fight on a situation by situation basis.
Combat:
A healer can heal and increase defenses globally. But an emergent element would be a counter for a specific thing requiring a specific set of rules.
Example: Casting a barspell during the casting of an enemies elemental spell.
A DPS can deal damage and increase offenses globally. But an emergent element would be a certain skill being useful in the best possible time to counter an enemy.
Example: Stunning an enemy skill or a skill dealing extra damage depening on situautional enemy parameters.
A tank can tank and increase defenses globally. But an emergent elemen would be the ability to cast a skill at the most appropriate time to minimize a particular skill set of an enemy.
There could also be moments when things in the world are interactive such as:
Electrifying a body of water to do random stun or additional damage, casting fire on a gas to ignite enemies,etc.
I admit there is some of this to an extent but it needs to be explored further and not just in dungeons.
Thought on why global cooldown should die. It takes emergence out of gameplay.
http://forum.square-enix.com/ffxiv/t...=1#post3261005
Gathering:
Gathering got emergent gameplay down pat. The only problem is that with abilities costing so much and gp regening so slowly. You get to alter things the way you want then get resigned to waiting on slow GP regen.
I compared my 40blm to my 35 miner.
BLM regen: 1min from 0 to 2kmp.
MNR regen: 3min from 0 to 500GP.
Imagine if on blm your best crit spells cost 80% of your mp and the only way to cast again after depleting mp was to wait 3min on regen or pop a potion on a 4 min cooldown...
They should:
1.Raise GP returns on hits lvl1=5gp,lvl30=10gp,lvl60=15gp.
2.Raise GP regen rate higher than it is or closer to the rate of mp regen.
So If I decide not to buy gp fill potion. I am resigned to to non emergence for 4min whil trying to crit HQ.
Basically swinging with no ability input, it's like playing dps with only auto attack.