You had me at the ammo system being brought back to the fold. The filler of this job is utterly boring compared to how engaging it used to be with ammo and this also played into making the job engaging even during fillers outside of bursts, which a lot of jobs in the current job design fundamentally lack, turning them into resident sleeper rotations once the burst is done. Juggling with procs and triaging them was what made those fillers interesting in the case of MCH. And the job actually used to burst every minute on top of it. It's somewhat ironic that it currently has higher APM than it used to have but with twice less burst sequences.
Hypercharge is just mindless spamm. The only thing I appreciate with hypercharge is that I can decide when I want to use it, and them adding charges to Drill was the biggest change of this expansion in my opinion since it stops constraining where to use hypercharge so much.
The job lost its fundamental core identity that was the highest burst dps job in the game period when it got reworked. This was tied to WF compiling the whole damage done and it felt absolutely great when you got it right. It felt also great chasing after big numbers and constantly striving to achieve the biggest Wildfires possible. This has been axed from the job entirely. Now that we have stacks on hypercharge to alleviate ping problems I think it should be considered to bring it back somewhat.
The current Heat system is a boring, bland resource gauge no different from the others, when it used to be unique and involve very specific, flavorful mechanics proper to the job (barrel lockout, underheat, heat, and overheat), that not only interacted with the base combo, but also with other tools that actually reduced heat like reloads and cooldown (heat blast).
Current battery is excruciatingly boring and unsatisfying since it just fills up when using clean shot and some tools, and you just press it for bursts like an afterthought. Paradoxically, it currently proves a little more involved since the battery plans have become as lopsided as the heat plans and you generate more than 200 battery every 2min in DT now, which requires to use Queen twice in the filler at specific amounts/timings, all of them different per minute which means memorizing long tedious spreadsheets much like for when to hold heat or not before each burst. This needs to go honestly.
Bringing back the bishop turret found in its current pvp form would be a boon for the job and would not only refit it closer to the ranged physical stated purpose of "buffing support job" as described on the XIV job guide page, but also bring unique pulsing barriers to toy with for support tools.
Flamethrower is the elephant in the room and it's incredible that it's not been reviewed since ShB: it's barely competitive with the other AoE tools mathematically and only if you're not able to spend heat before the end (which, funnily enough in dungeons, the end is not the end of a pull, but the end of the dungeon...). It's quite obvious the devs have no idea what to do with it beyond a glorified emote, and it's a shame because the tool was actually a cornerstone of the job in SB (clunk or no clunk). In fact, in AoE it was used similarly to how Apokalypsis is used on BLU currently by snapshotting it at the end of the overheat window for a crazy amount of sustained damage. Compared to what we have now, it's incredibly depressing how much the job has lost with all those cuts. There has been many ideas advanced by people to fix FT, like for example detonating the bioblaster dot, or just generating heat gauge (tied to the amount of enemies hit), or actually consuming heat gauge for a big potency effect, or as a direct, more potent competitor to ACB but with mobility and range constraints. Possibilities are legion.
AoE overall is in an incomplete, weird state. Battery is still completely useless in this scenario and I actually expected Crown Collider when introduced in EW to address the issue, but apparently not, it was made single target. Not only that, but the introduction of Chainsaw actually generates battery and IS an AoE tool, battery that you can't really use for AoE beyond hitting a single target of the pack for little value, which feels frankly ass. Autocrossbow still doesn't recharge Double Check and Checkmate, which with the added potencies introduced for DT on Blazing Shot and those, makes the use of ACB incredibly less valuable comparatively and pushes it further down the line to 5+ targets now (equal at 4). The 2nd charge added to Bioblaster due to Drill changes feels underwhelming even if it does something.
Or perhaps pvp bishop could be summoned with a set amount of battery as well, used in AoE, but also for single target to trigger raid buffs (as old hypercharge did on the targets).