Generally a pretty good list.

But IMO above anything I would just take an open world that is actually alive and matters versus something like scaled 4-man instanced dungeons, which is, at best disappointing with the amount of over-reliance on instanced content to have a remotely engaging experience. I agree with the sentiment, of having repeatable content, but in 4-man content.. I already feel like I am not playing an MMO.

Dungeons and other side content used to actually be tied in really well with crafted content, if you look at some of the material requirements from HW, people were driven all over the place for getting materials, e.g., Grand Company... That was an amazing time for crafted, so anything that creates a stronger connection with battle content and crafted again has my thumbs up. This disappointing "Go cap your old tomestones", just ain't hitting it.

Alliance Raid gear should be equivalent to BiS, it releases an entire patch cycle later, and is still weekly capped. It's beyond a disappointment.

I have a love/hate relationship with the idea of nerfing crafted gear, crafting is in a really bad spot, IMO, and that 1 week every 9 months is one of the few good things about it. Not speaking monetary/Gil-wise, but the amount of collaboration and prep that people put into that is one of the few good things. Although, I understand and appreciate the perspective or reasoning behind it to a degree for some people (e.g., the savage gear feeling like it matters long-term).