I too am happy with its current design when it comes to its speed, MCH is straightforward but you always have an eye on timers to ensure there is no overlap during optimal play so you are constantly making sure the runway is always clear, so to speak, which I think clicks with a lot of players. I prefer it greatly to its SB design, though I still really miss its HW iteration, I also know that will never be coming back.
In terms of interactivity, I feel that Flamethrower as it is now is a consequence of the rework and should be looked at, I feel that it should interact with Bio Blaster, make it so targets that are suffering from BB take increased damage from Flamethrower, or perhaps they are afflicted with an extra short duration DoT, I also think Flamethrower itself could use a visual/audio touch up, it just doesn't feel impactful to use. If we are purely talking numbers, Flamethrower still cuts the mustard and is only below Auto Crossbow in potency, but I think just this extra interactivity would go a long way. I've see suggestions that it generate heat, but this would worry me, I don't want to see a scenario where we need to use Flamethrower on a single target again, this would hurt the flow of the job.
As for the Queen, it feels mostly like a glorified dot, but this is mostly a consequence of the games current design than a problem with the job, they have been weaning out most interactivity outside of whats on your current hotbar, even SMN/SCH go through this, with their skills being taken off their egis and put on the GCD, we do get a little bit of interactivity, we can choose when to summon it, which affects duration and we can make it leave early if we so choose, but I feel it could use just a bit more, I enjoy its presence, but I feel it could have one or two extra buttons along with Overdrive, something for us to think about while its summoned, could even make it do aoe if two or more targets are within range.
I would argue that Heat Blast is just a really unimpressive button to push frequently, that is one skill you won't hear me complain about when it comes to needing a serious bump up in animation and sound design, I like the Hypercharge phase, but Heat Blast, Gauss Round and Ricochet do not roll off each other smoothly when it comes to animations, I think all 3 should have their animations reworked so they all flow into each other cleanly and smoothly, I think that would do a lot to brighten up the Hypercharge, as it is, I enjoy it, I wouldn't say its outright "spam" since you will be alternating between Heat Blast, Gauss Round and Ricochet very quickly at all times, but I understand this might be a problem for players with high ping/play on dial up or something, even giving you 5 stacks won't help you weave properly without clipping.
My suggestion is to make tune down the animation lock on HB/GR/R, so weaving between them all is smoother, but I won't pretend I know how this would interact with the servers or that it would be a guaranteed solution to the problem, the thing is, I really enjoy the speed and resets and really don't want to see them changed because some people can't do it properly because their connection isn't up to snuff, its like how they reworked Sleeve Draw because some players couldn't deal with using all the cards properly so they just made it so you get less cards overall, it sets a bad precedent and I don't want that to happen here.
As for Wildfire, yeah, this one just feels like a bit of a leftover, I definitely feel it deserves a spot on MCH's toolkit, but it really adds nothing, since you just throw it into your standard hypercharge phase with no difference, a couple of suggestions I've seen are about bumping up its potency or interactivity, suggestions like making the Queen contribute towards the total, make it so the oGCDs affect it (granted, this would change nothing) lower the cooldown to 60s or even make it a guaranteed Direct/Crit, because if its going to be on a 2 minute cooldown, might as well make it your hardest hitting attack.