DISCLAIMER: Although I have browsed the forums, I can't find a thread that has harped on this before... So, I'm sorry if this is a 'double post'.
I don't know about you guys, but the most ANNOYING thing for me is what my linkshell refers to as 'animation lag'. This is when you are finishing an ability and are unable to move yourself until the animation finishes.
Example: You are casting a spell when you see a monster start rushing toward you. The tank has lost aggro and now the monster is using an AoE ability. It would not have hit you before, but the monster moving toward you has now put you within range. Oh no! You've gotta get out of there! Unfortunately, it's now too late to 'cancel' your spell, so you are stuck standing there, powerless, finishing the cast animation, as the monster successfully uses the move and hits you with it, resulting in some negative effect that may or may not cripple you.
It's the reason we have to be extremely careful when we cast on Ifrit, or Moogle. If you start casting at the wrong time, and the monster moves toward you to put you in range (I swear, that Moogle thief chases me down when he's about to use that ability -- even if I don't have hate on him!), you really cannot stop it. You can try to stop your cast, but it's difficult to do so in time. With Ifrit's Eruption (cracks on the ground followed by explosions), if you are in 'animation lag' when the cracks pop, you will USUALLY not be able to get out in time... especially if the cracks 'follow' you. So, you need to only cast when you KNOW it's safe to do so.
In FFXI, your spell USUALLY canceled when you started moving around. This was good because it was REALLY easy to cancel spells. In FFXIV, they made it so you can cast on the move, which is good because it allows for more fast-paced fights and mobility... BUT... it also freezes you in place when the animation actually goes off. I can't tell you the amount of times someone has said to me, "Oh sorry, I was stuck in the animation..." And, it's happened to me too. I feel their pain.
My suggestion: Make it so you can move when the animation goes off. I don't think it would be too difficult to allow the feet to move independently of the body animation, and it wouldn't cripple any battle mechanics... unless SE specifically wants you to ONLY cast when you know you can 'stay put' for a while... but then why would they allow you to run and cast? The animation usually takes about the same amount of time as the cast itself.
I believe allowing us to move when the animation goes off will become much more crucial in the future when movement is even more required for endgame activities/fights.
SO... Do you like it as it is? Do you think the 'animation lag' adds a level of challenge that should NOT be removed? Or, do you think it should be changed in lieu of added mobility?