The zone dissections seem really well planned out so using the aether points is still relevant but at the same time not a requirement to avoid the length journey from the crystal to the guild halls. I also like the FF12 zone line markers it seems to fit in very well and doesn't bother the atmosphere in the zone unless your staring directly into the void of it. The "small" redesign seems to be having a huge effect with the removal of the extra shopping stands and some of the 1.0~ lengthening methods to separate zones for seamless flow it seems to give the effect there is more there but at the same time less to travel through.

The mini map compass is very nice with the <pos> always displaying and what I suppose is a sun dial lever on the top left is very genre fitting. I am assuming though it's size and opacity can be adjusted for those that like to have more screen space. The quest display on the mini map is a major feature that will help many new player as well as some of the absent minded/ sleep deprived veterans that forget where npcs/objectives are and don't want to go all the way into the journal to decipher the location from the text, a helpful hand specially if a week to 2 week break throws of their perception and focus.

Also the lack of invisible walls between great drops was interesting and unexpected with previous statements about the advantages of jump being more cosmetic then functional.

Also I am glad to see that the weather bar is still in the game, more so of a personnel confirmation.