I have had a few ideas concerning FATE's for awhile, none too original, but possibly beneficial to the overall system. However i hate stating new threads so... meh.

FATE scaling due to inactivity/ area Boss FATE's: The premise is simple, if a certain number of FATE's are failed in any given area, FATE's progressively get harder in that given area, if FATE's are done with certain objectives completed the chance of A boss FATE being summoned is increased.

Boss FATE rewards: Galmour is the true end game, why more FATE's don't hand out more glamour items is beyond me. There would be much more participation in any given FATE if progression is made to the acquiring a glamour set themed for a given area. Same goes for barding. No reason not to add a few options for our feathered friends. Should an area progress to the point where boss FATE's are spawning, why not hand out smaller tome rewards for high level players? FATE's should be prioritized to gain the most player attention.

As stated before neither of these ideas are original, some are already used in game, the issue is that they are not used in ARR areas and only partially in 3.0/ 4.0 respectively. Retro actively fixing this should be a priority, as it would give a much needed impression of a certain amount of activity in terms of player interactions in the greater living world. Something very important to mmo's, particularly for newer players.