@Seriha; How've you been? Not sure if you even remember me (I quit I guess nearing a couple of years ago). The news of FFXIV is all that brings me back. Anyway, good points all around.
FFXI did have a lot of problems ingrained in its core design, much bigger than the constant cries of job/race inbalance would have let on. I'm cautiously optimistic that SE has learned from its mistakes with XI, and then at the same time, I can't help but look back at all the problems that it took them years to fix, or that were never fixed at all. And all that development time wasted on content that saw about a week's worth of use, oy, forget about it. There's no doubt that they've improved at improving though.
So I just want to vent out some things that I would not like to see return in XIV.
A. This one should really go without saying, but SE will be in the stone age if they don't allow for more customizable character creation. I really have no doubt that they will, and for this I hope only two things. 1) That there will be ample customization, and that it will be mostly cosmetic (no significant stat differences that encourage people to sacrifice what appeals to them aesthetically and fantastically for a gameplay advantage). 2) That the customization doesn't stop anywhere near cosmetics.
B. The job/subjob system. The jobs don't have a great deal of depth to begin with. Throwing a half a shallow job onto a full shallow job does not a rich experience make. Jobs are too linearly defined and don't have enough unique qualities.
Here's another area where customization would help. Think of merits. Now imagine if all abilities, traits, spells, and WSs were merited (of course you don't get access to enough merits to have them all active at once, and perhaps some merits preclude others). Now imagine if instead of having to grind through monster after monster to unlock these, you earned many of these through adventurous quests, fun minigames, and challenging battles.
This is the kind of character development that upcoming MMOs need to have. Truly customizable characters, down to the skill sets. We have the technology. If the thought of that makes your brain buzz with worry over how such mechanics would affect game balance, then squash the notion, because I promise you that your concerns are unwarranted.
C. The combat system. You want to know the definition of salt in the wound? Being bored for hours getting a group together, farming for pop items, camping, and then finally getting the chance to fight in a boring battle. Enemies have very little interactivity to them. There's not a whole lot to react to, especially if you know what you're doing. Even if a battle is difficult to win with your group, it doesn't mean that you are being challenged as an individual. How many times have you bit it even though you did everything you could have done? Sure, part of that is just teamwork, but a big part of it is Engage->sit back and watch until you get TP or a recast.
This has been improved slightly in recent expansions, but it needs a shot of steroids. Enemies should require you to think. Maybe it looks like any other bunny, but this one is faster than most, it has different moves, it has a different AI. You'll have to actually think about how to beat it. Maybe there will even be more action elements, like timing and aim. Don't get me lyin'.
Encounters should be a bit more fluid in general. Going to an area where there's nothing but a couple of monster types and nothing else leads to no risk of anything unexpected happening.
D. There's this word "merit" that means one thing in the real world and pretty much the opposite in FFXI (In the real world: you earned it. In FFXI: you wasted hours of your life for -this-?). Ok, simply put, if you kill the monster, you should get the drop. Basically always. Now I'm sure that some dragons, big as they are, wouldn't be found with such elusive items as "Dragon Skin" and "Dragon Skull" every time, uh, right? Some days when I leave my cavernous dwelling I forget to bring my vital organs. Happens to the best of us.
Oh, but where's the challenge in that? Let me tell you a story. Last Winter I played FF: Crisis Core for the PSP (made by none other than SE). Ambitious as I am, I decided to play my first time on Hard mode. It took me 24 attempts to beat the first boss, and then another 50 to do it again (if only I had gotten that damn Fire Armlet). So let's distinguish between a test of skill, and a test of patience (in this case, it just happened to take both). No More Heroes for the Wii, it has some pretty tough boss battles even on Normal mode. You don't have to beat them 20 times to progress through the game, either. Oh, but you can just over-level in an MMO, right? Then there's still no skill involved. Unless of course the boss scales to your level.
Nothing wrong with a few random drops here and there, but farming for items, especially rare ones, puts the "Massively sucks" in MassivelyMORPG. Camping also needs to go. SE seems to have learned a valuable lesson about instanced battles and monsters that you pop claimed. I hope they don't forget it.
E. PVP. There really needs to be more of it. A simple duel system in FFXI would have worked wonders to pass the time. Player A Challenges. Player B Accepts. Duel begins. Somebody dies. Auto revive.
F. Speaking of death, XP loss really isn't necessary. Sure, there needs to be a risk involved in dying. But XP loss is really just the risk of lost time, and you already lose a minimum of five minutes even if you get a Raise. Then you still get to wait for healing ticks, and that assumes that you have a Raise handy. How about if monsters show you a little mercy? After they kick the crap out of you, you get one chance to escape back to your home, no harm done. If you instead choose to wander around hemmoraging parts of yourself in your weakened state, then you can die for really realz. Isn't it otherwise penalty enough just to have to wait to recuperate?
There are a hundred ways to make death better than it is in FFXI though, so don't focus on that one suggestion.
G. Actually fun minigames. No matter how good a game you make, a game that you're going to log hundreds of DAYS playing has to have many varying elements of play if it wants to maintain a happy longevity. Card games are hip these days, you know? Gotta catch em all! I'd waste sooo much money on a Final Fantasy card game (not talking any Triple Triad or Tetra Master either... give me the good stuff!). It would be awfully nice of you to just put one in your MMO, so that I don't have to pay $3 for 11 pieces of cardboard.
PVP's a part of this too, of course. Capture the flag and all that... they've already got the idea on this one. Really they've got good general ideas all around, just ****-poorly implemented. Chocobo racing and digging, Pokemons, gambling, etc. They just need to once again inject it with some Square-roids (TM).
And don't let that fool you. I have a thousand other suggestions, specific ones. This is just an outline of some fundamental problems with the game as it is. Of course identifying problems is just a precursor to finding solutions, so don't take this as whining. Game design concept is just a hobby for me, like fixing up an old car. So mainly I took the time to write this up because I enjoyed it.
tl;dr-- I wish I could be a consultant for game developers :c I would make games so much better. I would even work for peanuts! (but I really put out for cashews)