Nearly everything you listed there isnt even implemented properly.
Theres plenty of things I like about this game, if there wasnt I wouldnt still be playing. However I also know that if things DONT change then I wont be around for too much longer.
"elemental wheel" - Yeah I have tried this many times over, and it goes with the stats being broken (something yoshi has admitted to!). Being a conjurer I have tried different elements, boosting lightning affinity and carrying a walnut wand of storms while casting thunder II hardly does any extra damage against water types than casting earth or fire even without all those boosts
"Incapacitation"- Normally done just for better chance at loot (buffalo horns) but at times it can be useful in battle (knocking down buffalo with flashfreeze). This is actually one aspect I love but it doesnt have too many uses yet, and the fact that conjurer doesnt get any part damage without taking from other classes is annoying.
"Monster Weapon type weakness"- Dont play any melee classes but I havent really seen this make any sort of difference in combat, nor have any of my friends noticed it.
"Monster directional attacks received weakness" - isnt this a norm for pretty much any mmo? Attacks from the rear do more damage....not really original.
"Weaponskills that do additional damage vs monsters"- First time I ever heard of this, as their desciptions dont provide any info on damage calculations or anything. Again I dont really play melee though.
"Afinity with weaponskills and their damage on class vs off class"- Another reason why the system doesnt work well, weaponskills on other classes arent worth using over the ones you already have on yours besides the ones that do something extra (part damage)
"Class specific standard attacks with additional effects"- im assuming you mean the difference between something like "heavy" and "Light" thrust. I would hope that everyone knows the difference between these...
"Effective stat allocation"- Again Yoshi already said stats are broken, while I do my best to get the most effective stat allocation they really dont mean much. Im going to heal for maybe 30 extra hp with 140 mnd than a conjurer with 50 mnd. Im going to nuke for maybe 30 more dmg with 140 int than a conjurer with 50 int.
"Battle regimen types (and their additional effects)
Additional damage from BRs (combined with any of the previous in this list)"- Yoshi has admitted that this dont work properly as well. I do notice a difference in damage from BR, but they are horribly clunky and having to stop and wait for everyone to queue up is absurd, yes with a very organized group you can make this semi fast but your not always going to have that luxury and its very difficult to get this down without voice chat.
Some effects from BR like lowering defense is nice but the wasted time that 4-5 members spend in br kind of offsets that, and people like healers cant even contribute because you dont want to be stuck in br mode while people die.
Elemental wheel still exists, and even though stats are not effective as they can be, elements still exists and this is still more than most other MMOs can say that don't carry this feature. Wow, Aion... All have elements, but play almost NO role in monster weaknesses. Fix stats, and this becomes a WONDERFUL strategy to pay attention to. It already is worth doing, so don't get me wrong here, pay attention to it.
Monster weapon type weakness is more effective than people give credit for, I urge you to test for yourself and find 2 player with equal stats but with different weapons, one effective vs the monster you are fighting and one ineffective, nothing ground breaking but it is definitely worth paying attention to.
Affinity isnt what people think it is. Affinity KEEPS class uniqueness by penalizing the skills off-class. The classes in FFXIV are unique on their own right because of affinity. When you fight a crab NM for instance, you want archers and lancers for piercing weaponskills and attacks that are innate to the classes. While you CAN have your PUGs and MRDs use piercing attacks, they will never be as effective as LNC and ARC at dealing with crabs and this creates the class definition people are complaining doesn't exist. Well, it does.
Light strike and heavy strike are not the only skills in the game, far too many people aren't purchasing these skills with guild marks, they are HIGHLY effective if used correctly:
Archer:
-Close Shot: Attack with your bow, dealing projectile damage and rendering the target immobile.
-Light Shot: Attack with your bow, dealing projectile damage.
-Heavy Shot: Attack with your bow, dealing projectile damage and reducing the target's TP.
-Far Shot: Heighten the angle of your attack, increasing range and reducing attack power
Lancer:
-Heavy Thrust: Attack with your polearm, binding the target.
-Light Thrust: Attack with your polearm, dealing piercing damage.
-Pierce: Attack with your polearm, dealing piercing damage to the target and all enemies between.
-Full Thrust: Attack with your polearm, dealing piercing damage and increasing TP
Gladiator:
-Light Slash: Attack with your sword, dealing slashing damage.
-Light Stab: Attack with your sword, dealing piercing damage.
-Heavy Slash: Attack with your sword, dealing slashing damage and increasing enmity.
-Heavy Stab: Attack with your sword, dealing slashing damage and increasing enmity.
I wont go on, too much spam, you get my point... there is more here than heavy and light attacks. People aren't using them, if you are, good for you!
Yoshi admitted battle regimens in their form, not functionality were not working correctly. The mechanic of using them is indeed clumsy, but the idea of teaming up for a larger attack like skillchains in 11 is not "broken" simply the mechanic of how it is being done is what they are going to take a look at. Do not mistake the method of doing battle regimens with the outcome or effect of them. These are different things.
It does not change my point that battle regimen EFFECTS are something that people are not looking at or using effectively. Regardless of HOW they happen, people aren't using them for their effects.
Also, coordinating BRs with a group of people that know its coming and know how to look and see that another player has TP doesn't take 20 seconds to accomplish. My shell does them effectively and efficiently in anything we do. Yes it takes practice and coordination to do them. BRs are only as effective as the people behind the keyboard sir. Don't blame the mechanic because you are playing with people who can't do them.
And finally, healers didn't skillchain in 11 either, doubt that's going to be a ground breaking thing here, not sure why you brought it up... In this game however, they can if they want and healing isn't needed. The mele in this game all have heals at their disposal and if healing is at all an issue for you in this game, well, you are bad. AOE healing is absurdly simple, keep all the mele together and you should have no issue Cure 3ing them to full pretty easy. Unless of course you mean NM's, in which case your healers shouldn't be BRing anyway....