Here's my list of 25 things after 11 months of beta testing !!
1) Reload hotkey
2) Bring back old armor shops. (4 of each type of armor, random types and random QL within range of shop)
3) Exchange nano cost modifier with nano init modifier on Battlesuits/Tank armor.
4) Add a % absorb damage to battlesuits/tank armor. q200 bsuits should absorb 30% of dmg, q200 tank 15%... q75 around 10% and 5%... These %'s only apply to the damage types that the tank/battlesuit is DESIGNED to counter (i.e. heated plasteel suit will give % absorb to the big 3 + fire)
5) Add option "Clean computer resources upon zoning"
6) Shift-left click on MA should tell you your damage statistics with MA.
7) If mission monsters give 100% normal xp for their level, 'camp' monsters should give 125% normal xp. Outdoor roamers should give 150% normal xp. Being in a political zone should be another +25%. Although that seems steep, the amount of time lost hunting and zoning and gettnig groups would make the advantage small.
8) Add story npc's, lots of em. 10 minimum per zone. The world is dead as it is. No-name NPC's and players do not constitute a role-playing environment. I am only able to get one response from Milo Chatter, and that is "Hi, I'm a trader." That's downright pitiful.
9) If you are at minimum weapon speed (1/1) and you keep max'ing your agg def, your critical chance should go up. This will balance out alot of 1h weapons that suck, as well as speedy weapons that suck in general. Although you can already kinda achieve this with scopes, it's irrational that melee weapon people can use scopes to enhance their melee prowess. Gameplay would be better served by having this 'built in'
10) Combine ranged energy and melee energy. No need for 2 skills, it's a useless IP sink that serves virtually no gameplay purpose other then to gimp players. Rename it Energy Weapons.
11) Combine multi-melee and multi-ranged. Rename it Ambidexterity.
12) Combine adventuring, swimming, and map navigation. Rename it Adventuring.
13) Combine Vehicle Air, Water, Ground. Rename it Piloting.
14) Combine Physical and Melee initiatives. Rename it Physical Initiative.
15) Combine Bow, Sharp Objects, and Grenades. Rename it Special Weapons.
16) Remove burst and full auto skills. If you know how to use an assault rifle, you know how to use burst and full auto. You do not know how to use an assault rifle if you don't know how to burst/full auto. A weapon that does not offer burst or full auto abilities is NOT AN ASSAULT RIFLE (or SMG.) A pistol with burst is technically an SMG.
17) Remove all dimach requirements from weapons unless they are of 'far east' origin.
18) New weaponsmith ability: Alter damage type. This will take any weapon and convert it to another damage type. The type you can change it too will depend on the weapon itself, and also it's original damage type. Changing a damage type will change it's requirements, and possibly visual effects (radiation dmg nova flow would fire a light blue glow instead of pure white)
19) Grenade launcher weapons should have clip sizes ranging from 6-20. The damage they inflict should also be area effect, and all of them need to have their damage increased by at least 50%.
20) Incorporate a new mission interface similar to Clicksaver or AOMD. The current interface is not player friendly.
21) Scary outdoor monsters that roam should have a chance of dropping an item that can later be converted toward a bravery token. Like Omni/clan Apps, they will only work for people who are under the QL of the item (to prevent highbie farming) and they will be no drop.
22) Monster allocation in various zones post lv 75 is very poor and needs to be looked at. This is not a very daunting task because no one is there anyway (so any change will be an improvement, can't go wrong...), and it would take about 1-3 day's work to correct. An example of zones are Milky Way, Eastern Foul Plains, Southern Foul Hills, Andromeda, and parts of 4 holes. Mort as well, I am omni, and don't know much more about clan areas. Level 20 monsters should not be found in the same roaming area as level 120 aggro's. Kea reets should not be found in the same area as Drill Investigators.
23) Outdoor monsters need their own loot. Not too special, but noteworthy. Tradeskills is a good idea, but not it shouldn't be entirely trade skill oriented. Snakes should drop poison sacs you can use Chemistry with to make you do poison damage with melee weapons (like Venom Modification, +20 extra dmg with each hit), or a fang that you can use as a piercing weapon. I know that sounds EQ'ish, but it's an idea you can by all means play with. Bottom line, outdoor monsters need drop useful stuff. Monster parts is not useful stuff!
24) Altering nano formulas. I'd like to be able to modify current nano formulas with trade skills. As a doctor as my main character, I'd be interested in having a heal that takes twice as long to cast and double nano cost, but heals twice as much as a heal that I'm currently able to use. Soldiers may be willing to have a +90 version of AR mastery that takes up 30 ncu instead of 20. You see wear I'm going? I'm sure this would be a bit troublesome, but it would add to uniqueness. If Daggerfall could create a spell generator, I don't see why you can't do it in AO. You could cap the amount of modified nano's per person to 3 if it's a database problem.
25) Nano's need cool sounds! They are simply too plain. When a soldier uses Mirror Shield, I want to hear a unique special sound so I know what he's doing. I don't care what it is, it could be sound of a bullets ricocheting, or some type of shrill piercing noise, but it should be defining and special.