Bonus incentives to doing more in the dungeon. (Not ones to create a division among players, or ones that create a time sink but actually implemented into a regular dungeon clear.)
Such as killing mobs faster/clearing the dungeon faster nets you more exp/tomes/gil (a similar system existed in 1.0 where more loot/chests were dropped if completed under a certain amount of time.)
No deaths bonus such as more exp/tomes/gil (This system already is slightly present in the Blue Mage Carnival.)
No debuff bonus such as more exp/tomes/gil (Also exists in a sense, in the Blue Mage Carnival)
I feel this would encourage teamwork and cooperation, instead of just a silent void where people are all in disagreement on how to do the dungeon, and the only incentive is just to do it faster simply because you want to rush, with no rhyme or reason except to just get it done. Even so much as tanks and melee failing mechanics just because they dont care, or DPS classes pulling to make things go faster, even though its risky, or healers letting people die because they feel their damage is better or more important than someone elses. You know. the typical dungeon nonsense.
As well as other such things.
It also would be nice if the layouts werent just point A to point B kill a boss.
Example:
4 bosses no trash mobs.
They can do things different, I dont know why they feel they have to keep it the exact same formula.