9) Remove (Lethal) Fall Damage
Okay, it's time to address one of the more controversial aspects of PVP. Killing players by knocking them to their death via lethal fall damage, aka golfing. It was an epidemic on NA for years, most notably on Secure and old Shatter, though it's still possible to execute on Secure (see east Node cliff). The pre-6.1 toolkit gave almost every single job a way to counter a single golfer on these maps if you knew what you were doing, thus golfing IMO felt fair and earned, though I concede to unsuspecting new players it probably felt like BS. Some of my favorite Frontline moments were dueling other golfers on the ramps of Secure.

However, once we got the current toolkit, though, most jobs lost their ability to counter golf, and many jobs lost the ability to golf at all. Monk, Reaper, Dark Knight, Warrior, Machinist, and technically Dancer (really hard and rare to pull off) and Summoner (never saw anyone pull this one off, but it's possible) could do it. Yet, you know what we're really talking about. Monks, meteodive, and enlightenment. A combo that when executed without interference from latency/server hiccups, lead to your unpreventable death unless teammates intervened at the right time (good luck with that happening if you weren't in a premade). Even DRK Salted Earth pulls or WAR Blotas were pretty easy to avoid/counter if you were a veteran of golf tactics. But Monks were the one thing that could put real fear into you, even the most seasoned of golfers.

As somebody who partakes in golfing, I am the first to say it really doesn't need to exist. Primarily because it is likely a massive turn off to new players who are unsuspecting of the tactic. I generally held the belief that using golf to take out a high value target was a strategically sound strat. But targeting a single person, or non-BH people, excessively, crossed the line into what I would argue is blatant griefing. So, if it would improve the quality and perception of Frontline and PVP in general because too many players abused it to grief, I'm all for the removal of this tactic. So maybe instead of fall damage, I think falling from a certain height could trigger an unavoidable heavy or stun debuff that lasts longer than usual so that it still has its uses (like as a stall/delay tactic to help you secure an objective). Or, you know, the devs could put ramps on every spot you could possible fall off of, but that would also kill some, IMO, valid advance tactics that would really suck (ie jump off LBs like SAM LB so you don't teleport into the enemy crowd and get instantly deleted in retaliation).