①The time it takes to communicate between the client and server

   ⇒This can take up to 0.3 seconds for transferring packets, plus the response time.
    As an online game, this is unavoidable. (In order to prevent cheating, we cannot use the client only)
In order to prevent cheating, we cannot use the client only

^That is the part that makes me VERY concerned. The original FFXIV at launch was coded in such a way that is nearly impossible to hack (yay great no hackerz!) but then we all deal with the millions of headaches this causes us every day. Examples:
  • Trading limit of 4 items
  • No mail system
  • Server checks on moving items: when you move an item to the retainer it checks if the action is valid with the server in Japan at every step this is why it feel soooooo sloooowwww when you move items. Most MMO's validate an action when the process is done or after each major step. And utilize the client for many of the smaller in between steps to speed up the process.
  • Activation of abilities and the on screen effect, all server side. The slower connection you have the more the battle system feels slugish.

I'm not saying I want to play an action RPG that is 100% client side and full of exploits/hacks. But I worry that Yoshi will make the same mistakes that Tanaka did and make "Bot/hack prevention (aka all server side processing)" take priority over "client/user response and convenience".

Would be really great to hear that they are going to greatly improve/totally fix these issues and re-write this code so that the game is not 100% server side like it is now for 2.0 There is no way you can get rid of that laggy feel w/o making some portions of the game client side its just impossible with our current global internet connections.

To my knowledge they have not commented on this at all except the standard "the current system is unable to handle the changes (mail/LS actions/trade)" <yes these things are going to be fixed with the new engine but it should also be through more client side processing.