Oddly enough, though, the list of things I'd like to see from WoW seems many times more than what I'd want to see in WoW from XIV.
My wants on the XIV -> WoW list are limited to pretty much only...
- More frequent new dungeons (though now we get new dungeons less frequently than Legion did, so, that's kind of reversed by now).
- More open-world based side-content (a la Eureka if Eureka could be done well instead; the closest WoW's had to this was WoD's hardest Apexis zones when still in newish levelcap gear).
- Chained FATEs (or, "World Quests" in WoW's case), though I'd like both to go waaaay further with them.
- Maaaybe more involved conversational pieces, e.g. dialogue choices (though I actually prefer that WoW's quest conversations and uniquely animated pieces therein either don't pull me cutscene or do so only via a full-fledged cutscene instead of something kinda half-assed).
- (There's probably a couple more than just aren't coming to mind atm, but, yeah that's about it.)
Whereas the WoW -> XIV list is... long.
- Sensible systems and features, like their Appearances Log, which supports every appearance in the entire game and even tells you how to get each while offering free Hide choices, instead of our Glamour Dressers, Prisms, Dispellers, and "Emperor's New..." items.
- Player choice making a difference (e.g. choosing to follow Sylvanus in her path to break the cycle of death at any cost or Saurfang in his quest to return honor to his people, even if such was only temporary for obvious [spoilers] reasons), though I'd prefer a... better... take on it.
- Being treated merely as a particularly competent, experienced soldier in the know (still among many) rather than 'everyone's favorite god-slaying pushover courier/handyman/posterchild of whom there's only one except when there's clearly not'.
- "Gearing" includes gameplay augmentation, rather than only stat growth (see integral trinkets [akin to bonus traits or abilities via each of two dedicated gear slots] and gameplay-affecting Tier bonuses from raid gear; Artifact Weapons; Azerite gear, Essences, and Corruptions; Conduits and Soulbinds).
- Replacement players zoning in at the party's location instead of only ever at the entrance (technically dungeon-dependent in WoW, but let's take it and go further).
- More varied mobs in terms of emergent gameplay, especially when still less geared.
- CC being a thing.
- Interrupts being frequent and vital, with more granular and generally counterable penalties if missed, rather than being either irrelevant or almost instantly wipe-causing.
- Gathering not locked behind unique gear that thereby causes all open-world gathering to be completely separate from open world threats (via Sneak); I like there being economics reason to venture into potentially dangerous parts of the open world (and not merely invalidate those dangers) and to be able to specifically pursue whatever it is I want, in particular.
- Gathering nodes can occur in any area logical for that herb, vein, etc., and have specific, visibly-obvious rewards rather than spawns merely being a universal glowing ball and their rewards thereby obscured.
- Specializations (especially if via a revision of the tree model rather than the grid model); you have this toolkit, so now you figure out what you want to most place your focus on and build your own emergent kit around those focuses.
- Seamless open world (loading zones only between continents, e.g. La Noscea, mainland Eorzea, and Othard).
- More worldbuilding in the zones themselves.
- Better zone design insofar as creating space for game mechanics, grinding areas, etc (more the case back in Classic), with a greater sense of many and varied sub-zones.
- More in-world storytelling (see war campaigns and quest-based phasing, rather than merely glowing spheres and purple spawns-mobs circles)
- And so much more.