All of the other folks who have posted have definitely gone deeper in on this than I have, so I'll just throw out my own desires for RDM moving forward.
- No DOTs. One of the reasons I love RDM as it exists now is because it doesn't require babysitting DOT timers like so many other classes do. The class has a great flow to it's skills as is so unless the DOTs are just going to be tacked on to skills we already use when we already use them as basically just a potency boost, DOTs should be a no go.

- More interesting/varied AOE. The basic AOE loop is fine but more progression would be nice either in the form of a new AOE cash out for our Balance gauge or maybe some sort of chain/progression for Moulinet so we're not just spamming a single ability. We have a single target melee chain for meter, some sort of chain for AOE would be nice even if it didn't technically change what was happening.

- Respect the basic flow. RDM is often criticized as being easy or braindead, and it admittedly isn't tough to play. But, that said, the way it's designed right now feels extremely smooth and tactile to play. It's active but not overly busy. There are some in-rotation choices you have to make depending on situation/procs/movement needs but little of it is do or die, it's more about optimization. The job does not need any sort of major rework or change. Any changes they do make to the job need to respect the flow and feel of the class as it is now or else it will ruin the job for me even if it does bring the job more in line with what some people feel is thematically/historically appropriate.