Something that I mused together with my friend group before, is that we can probably use less of the 'samey' roulettes to make room for more varieties. For example:
  1. NR & Trials. Why separate them? They have been designing both kinds quite literally the same unless you count the coils, but those weren't even in NR so why bother separating the two?
  2. High-level Dungeon & Leveling also falls into this but there might be a remnant of old design choice that warrants their separation from older expac that I'm unaware of. But until then, I think these two also overlaps too much & can be safely merged.
  3. Expert & Lv100 Dungeon. Self explanatory tbh. In addition to that, today's Expert + the extended patch cycle just worsens the monotony. Just merge them.
So that's three roulette slots cleared, they can probably add something like:
  1. Rival Wing Roulette. Self explanatory. There are talks about not wanting to kill the quality of games due to existence of "I'm just here for exp"-bros, so I'm kinda on the fence. Also for the love of Zodiark, pls bring back Astralagos lmao.
  2. Unreal Dungeon Roulette. In the place of missing "2nd cap lv roulette", they create upscaled version of every existing dungeon - the same way they create Unreal EXs, then slap them into this single roulette. Personally I think this is slightly more interesting than to seeing them dividing the already small pool of cap lv dungeons into two roulettes that people largely only touch one of 'em.

Missing tomes & experiences can be distributed proper between existing roulette.