So before reading on, whatever I say here I'm fine if people disagree, but this is just my take on things on what can be done for FFXIV that I feel has been neglected or not have been taken into consideration over the years:
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1) The World Zone Maps & its activities:
Now most of the monsters from my experience & including FATEs seem to really lack any meaningful difficulty balance. The Monsters you encounter can never truly put you on the knife's edge of defeat except for certain Boss FATEs that do require a party. Their mechanics also don't play much of a role as most are too slow to be considered a actual threat.
There is also a problem with how HUNTs operate as of late which I'll explain below for the fix.
The Fix:
What needs to be done here is simply all world zone monsters have sped up mechanics and/or have some mechanics auto-hit, so that their mechanics can actually have meaning rather than being seemingly worthless creature defense, the same applies for normal FATE monsters as well. Currently Boss FATEs are not that bad off, and I think only a few I've seen might need some adjustments.
Now what to do about the HUNTS in consideration to S Rank only? Most of them have completely lost their challenge over the years and even current S ranks since large groups of players can just lawnmower everything in sight. With the Introduction of how Bozja handled Boss Fates, what could be done that a window will pop up that allows a unlimited queue (24 players minimum required, much like a alliance raid) with a fixed level (so if the Hunt is lvl 50, you will be adjusted to lvl 50).
The reason for 24 players is to make sure there is at least a decent amount of players that can get into the S-rank hunt.
But wait? You said unlimited queue, and people just going to lawnmower the boss again.
Actually the trick is the more people who join into the Hunt FATE, the more it scales in HP, and other stats gradually, so there is no way of cheesing the fight. The Boss will always be at the most appropriate strength no matter how many players join. Also the more players that join the greater the reward by scale, so there is a bit of a incentive.
But what about the queue time? I want to say the window opens for 60 minutes until 24 players have filled the requirement and then the S-Rank Hunt Raid will begin within 5 minutes, and if no one joins the window at all or cannot fill in at least 24 players then the S-rank Boss despawns, but comes back in another hour or two until defeated. Alternatively I'm not against the idea of reducing 24 players to just 8 player minimum, this is more of a preventing a toxicity problem with culture of hunts considering how many people join in on the hunts (usually close to 100 or more from my experience).
2) The Boss Trials
When it comes to Story Bosses they all have lost all their beastly teeth, and this is more of a design decision of CBU3 rather than a actual flaw which I completely disagree with.
The Fix:
I believe at the minimum the final bosses of each storyline final trial needs to be revamped in terms of difficulty, as it stands most are pushovers though once upon a time that wasn't the case apparently (I wasn't there, but I read things were different back in Heavensward).
I believe enforced minimum ilvl for final boss trials, and incoming damage adjustment from final bosses is the most needed. Their mechanics are ok, and there is no need for a real change except maybe Endwalker Final Boss sinceits 2nd phase was handled poorly (though cool as it is visually and musically), and considering it wrapped up a 10 year story I believe the final boss for it needs a bit more respect rather than just handing it all over to the Extreme Version which doesn't even have the cool 2nd phase.
The thing about RPGs is that most bosses are memorable based on overcoming a challenge, and that is where the fun is. Having your bosses be pushovers will not have them be memorable.
3) Crafting & The Tribal Quests related to it.
To be honest, this is very subjective, and these days people can just look online to find the right formula. There would have to be a very substantial and major change for crafting to be fun for those that want something out of it for those hardcore crafters.
So I'll be skipping over this
4) The Gold Saucer
There is a lot of good things about this place, and over the years we get a few more things added to it, but I think the Gold Saucer could have been more with each expansion like adding a new floor of the Gold Saucer with a slew of new mini-games would have been my way doing things.
Suggestion (not a fix):
If I were CBU3 I would look into Final Fantasy's Past, and see what minigames have yet to have a cameo into FFXIV, Final Fantasy VII's Gold Saucer has a lot of neat ideas that can be transferred over to FFXIV.
Examples for new minigames:
Snowboarding & Motorcycle game of FF VII with a FFXIV twist, and as a benefit whatever animations and models need be made for those two mini-games can be used for other future FFXIV projects, so CBU3 can get more mileage out of it rather than just being a one-off thing.
New areas of the gold saucer:
Also the Gold Saucer is lacking some new areas, like having a FFXIV version of Ghost Square from FF VII would be pretty neat, and also being able to access the ground level outside the Gold Saucer would be really cool since we have yet to see what the bottom of the gold saucer looks like (maybe the ground outside level would be the perfect spot for the Motorcycle mini-game).
5) 4-Man Dungeons
There is a lot of things I wish could be changed, but considering the late cycle of FFXIV I don't see some ideas I have in mind ever happening, so I'll keep things at a more realistic level on what can be done with the 4-man dungeons at this stage of FFXIV's lifecycle.
There is a good chunk of problems I have these dungeons from design, monsters, and mechanics.
The Fix -
First lets talk about the monsters (not the bosses), they don't serve much purpose other than getting in the way. Those creatures cannot ever push players to certain skill levels, and in turn makes them the most boring part of the dungeon. What needs to happen is giving them damage buff & have their mechanics sped up.
However
I kept the player's skill in mind, and not everyone is equal. So what really needs to happen is having a Hard Mode Version for every single dungeon released for those looking for something a bit more complex than what a normal mode dungeon can provide.
but wouldn't this drive up queue times because everyone is playing the hard mode version? Well at this stage most dungeons now have trusts, so there is no real need for players at this point. Trusts already made dungeons so easy to the point it might as well just be trust-only for normal dungeons, and hard mode is for the players exclusively that want to take things up a notch.
With Hard Mode also comes harder bosses that hit harder, and have faster mechanics as well and with maybe a bit more of something new if CBU3 feels creative.
Also have Hard Mode give more incentive in tomes, and other stuff.
6) Alliance Raids
This is a bit tricky as Alliance raids operate a little differently from 4-man, some alliance raids have lost their bite due to power creep or due to player complaints (Thunder God Cid if anyone remembers what happened).
The Fix:
I think the only real fix to this is having enforced minimum ilvl, and also adjust bosses to deal with the changes to Job Potency & skills, so they won't get down so easily.
7) Chocobo Racing:
I bet you all didn't expect this one, actually this was aspect of the game I found fun, but I think the way its implemented could be better.
Suggestion (not a fix):
Add Chocobo Races to world zone maps as another option, the chocobo has lost a lot of identity due to the numerous mounts we got we like to show off while traveling zones, but the Chocobo is our first mount friend and would be fun to show off more on the world zones. Basically import how chocobo racing works, and the only thing to add is to have monster damage immunity buff, so players don't have accidents with other players while racing in a world zone (and also to prevent cheating).
8) Relics
Very suggestive territory, but I think I know a way this could be implemented to satisfy most parties (I think respect to time was the problem some players were having back in Eureka & Bozja and feeling like they were being left behind eventually if they didn't have that kind of time to get all the relics, but that is just one factor to the overall problem I think).
The Fix (well more of a suggestion):
Relic First step -
Each Relic has a storyline & a boss to fight in existing content of FFXIV. Completing this gains you the relic.
Relic Second step -
Exploration Zone that follows different paths depending which relic you have, completing the storyline here gains you the 2nd step of that relic.
Relic third step -
Relic storyline Dungeon, each relic has its own personal solo short dungeon to complete and thus it will net you the third step of the relic.
Relic Raid Dungeon Final Step & reworks to older relic content
The final step should be a 24-man raid dungeon, but the difference here being it becomes part of the alliance Raid Roulette (along with Delubrum Reginae as to future proof this kind of content).
The dungeon only needs be run once for each relic you have to get the final step.
Also for Castrum Lacus Litore, The Dalriada, and the Baldesion Arsenal... I feel the only solution for this older content is if these were put into their own Roulette since these dungeons have a larger limit of how many players can join.
Also there should be a disclaimer for this roulette that this is for advanced players, and it requires certain tools to overcome some challenges (especially Baldesion Arsenal). So players should try to equip themselves of those tools before going in.
Also Exploration Zone Players have top priority while Roulette players go in last whenever the dungeon pops in the queue.
I would not call this a perfect solution, but it would solve some inactivity, and especially for those that want to complete older content.
9) Finally the Tomestones & gear associated with it
I feel at this point that the tomestone restriction no longer makes sense like it once did all those years ago, and I feel its time for a major change to be done with it
the fix (well partly a rant too):
In truth Tomestone gear is not what helps you get through Savage Content, its your skill and skill alone. It makes no sense to restrict how many tomes you can get within a week, the tomestone gear only helps you at a minimum (just enough push when its needed at the most crucial moments of a savage battle).
Also it makes no more sense to even restrict how much savage gear you can get within a week as well because the ultimate goal is doing the ultimate raids in which those raids take a lot longer and planning to do compared to savage, and having that savage gear much earlier can help a group of 8 reach that goal more easily rather than banging their heads against the wall week after week with savage raids just to get another piece of gear. To me this is a lot of artificial padding based on that players won't stick around for the long haul thus Square Enix losing subscriptions for awhile.
The truth is that is not honestly the case as players will just do other things as this game has expanded a lot since the olden days of savage and tomestone usage, I could go on a rant on the other aspects about Savage Raids but its not about that, but the tomestone & gear aspect of it.
one more thing to mention while its on my mind -
What happened with the rest of the Grand Company Ranks? Why has it been dead for so long? There so many ways I could think of that can make it more relatable with the later expansions rather than being stuck at Heavenward level of weirdness. Just putting it out there if anyone from CBU3 even talked about this for the past couple years.