AO has implemented eight different damage types into the game, with various weapons and armors that make use of them. And in PvP play, it can be quite an interesting 'arms race' to try and equip oneself to attack an opponent's weaknesses while minimizing one's own vulnerabilities. But that's an aspect of play that isn't very available or useful in PvM.
So what I would like to see is human NPC mobs with noticeably varying ACs in the different damage types, according to what kind of armor they are wearing, and randomly equip human NPCs with weapons having the same damage stats but different damage types and different graphics. Make newer armor types show up on NPCs in missions (flowers tech, decus, biomech, nano armor, graft armor). I'd also like 'monster' and 'mutant' mobs to have AC strengths and weaknesses differentiated by type, that can be discovered through experimentation.
The AC changes for NPCs will allow people who have knowledge about various armor suits' strengths and weaknesses to adjust accordingly, such as an NT knowing to change to radiation nukes for better damage against an NPC in biomech, and will factor in to weapons choosing strategies. The damage type changes for NPCs will make for new tanking strategies and armor and bracer choosing strategies. For example, if a tank has a 'hole' in one of his ACs, he could trade aggro to another tank who doesn't. Or wear a reflect bracer of that type to help himself. Or maybe even actually want an AC buff.
Also, add new nanoformula lines for soldiers and engineers at this time. For soldiers it should be a new line of reflection buffs, possibly even for the whole team, that takes little NCU and lasts a short amount of time (30 seconds). These reflection buffs would stack with existing reflection buffs, and add some extra reflection for one single damage type. For engineers, it could be a similar buff that adds to a specific armorclass. Engineers could also gainfully employ a new line of auras that changes their party's damage type to adjust to the mob they are facing.
This is a way to build on the existing mechanic of differentiation between damage types to give players more options to choose from, including a chance to get more intellectually involved with gear choices and in-combat weapons adjustments, and give soldiers and engineers a nice shot in the arm at the same time.