Quote Originally Posted by Rentahamster View Post
Increase the dlvl 10 restriction so that killing even harder mobs rewards the player with more SP.
Yes please - we should always reward players who take on more challenging content. I'd go farther than your comment and say why have a cap to dlvl ever. If your group can take him down, keep upping the multiplier. Balance the Party "Bonus" instead of artificial limit on dlvl multiplier.

Enlarge certain mob populations and respawn rates so that the number of viable SP grindable areas increases.
Not sure that increasing is necessarily the right answer, but maybe instead BALANCING the rates...

Increase Base SP for certain mobs to make them more desirable to rank up on.
Base SP should be reflective on the mobs difficulty compared to equally ranked other mobs and I'm not sure that's currently true...

Implement EXP chains like in FF11 to encourage speed and efficiency, and to also give players a dynamic mini-goal to work towards.
Like this, as long as the multiplier doesn't get too high to through off exp gain balance. But you should definitely be rewarded for playing better - and killing more, harder, faster is better...

Increasing the number of simultaneous overworld mob claims to 5 at once, so that AoE attacks play a larger part in non-leve battle (but with suitable safeguards in place to prevent exploits like Astral Burning).
Yes please! Let me engage multiple mobs without worrying about which mob am I killing and how does that effect my SP gain. Parties that take on the challenge of engaging multiple mobs should be rewarded for such with at least the normal SP.