Ok, this is going to be a big laundry list of complaints. Please add any that you have in replys.
Missions:
1) Fix the "observe missions" and please allow them to be completed while in combat. Blitzing missions are a valid tactic as you've said yourself... there are times when I've been in the middle of a mission and a friend /tells me and i wana just get the item and get out!
2) Fix conceal. Agents should be able to conseal past a lot of creatures easilly... perception checks, eh? It should be a 99% success rate for a 1/2 (even) difficulty mission and approx 70% for a 3/4 (half hard) mission. This should also help other classes increase their conceal skills if they really want to make money.
3) Locations, they seem to still be a little broke... missions used to be the focus a long time ago. Now they're a burden to just get some money. You don't see many new people get planes now, people just dont have the money!
PvM
1) FIX AGROS. Even if the team heals not agroing was a bug to begin, please revert it. I tried playing my doc, but it was just no fun having to run all the time. The single heals agroing, fine... but HOTs and team heals are a blanket effect. I could accept sacrificing some range on team heals just to have them not agro.
2) Max/Min damage. Monsters seem to crit extremely often (1 of 10 hits) where as me, a medium-high equiped enforcer crits only 1 of 20 or 30 normal hits (without extreme buffs like SG and or dirtyfighter). Please explain your system a little bit... i've tried almost everything
3) Balance the HP/Damage of some mobs. There are grey mobs that I can barely beat because of their frequent attacks (nanofreiks!?!). Is this the design? This isnt a big issue as I can solo some red mobs that i may be "grey" to them - guess it balances, but is this what you really want?
PvP
1) RANGES. High level nano casters should have the advantage at higher levels. They've been working hard in the lower levels, let them have their range back, geesh.
2) DOTs. I have had battles versus DOCs that were shorter than vs soldiers with my enforcer simply because of high lvl DOTs. Something needs to be done there. I get DOTed, the Doc HOTs themself and I see NO change in their health. This should go for almost all levels... the chance to resist seems a little low on DOTs which should be one of the easiest nanos to resist.
3) Hurray for the 15sec of invulnurability upon zoning! (not a gripe :P)
Tradeskills
1) This goes hand in hand with the missions idea of makeing money across the board. Each class has thair way to make money at med-high lvls. Enforcers, Soldiers and Fixers can blow through missions fairly easily solo, doing a lineman blitz for mission objectives if they have to. Agents and crats can sneak missions. NT, Engys and MPs have their NP and Raw trade skills to keep them going. Docs get paied and treated nice, as well as casting IC and treatment buffs. Bring out more trade skills! They are not econimcal for the most part... make them a little easier, then docs can really start to make money by selling their nice treatment labs and engineers can really make some rings that have good, unique bonus.
2) Tutoring. This is an unharnesed area. Lets be able to make some use of it, eh?
Nanos
1) Range cap. Maybe fixing at 100m i can understand - but 40m? It's too bad that some people graphics cards cant support it, but that's destroying game play.
2) Skill requirements. Constantly introducing more lines of nanos could completely change the way that a player wants to play with nanos. This is just somethign to keep in mind - i suggest focusing a little more on what nano skills are more concentrated by what classes. Keep them straight with what is already the central Nano skills for them already - just something to keep in mind when adding new nanos crystals.
Story
1) Lets get news terminals or a MotD system in game please... this will let everyone really feel immersed in the story.
2) Static dungeons are a little too hard, im not saying they should be solo-able or single-group-able but they are just way to hard to get through.
there's more to my thoughts... here's something to start out