The rewards for the "EXP" section horrendous. Why are they giving out Storm Growth Potions? The last time I seen these potions was back when the level cap was 200 (or 250.) The fact the GMS team included these is just horrible as they are completely unusable for 200+ characters (at least Extreme Growth Potions are usable even above 200.) If those items weren't there, we would had a better shot at EXP coupons and the actual usable growth pots like the Typhoon Growth Potion.
Not seeing Symbol Selectors but just Arcane Symbol Symbol Selector is just a disappointment as this doesn't boost progress for those who are in Grandis. Also the entire "Dark Maplemas Treat" section is horrible and is just a dud. No one wants potions as their reward especially when they are the untradeable kind. It has been this way for over nearly a decade. It doesn't matter what the season is as I remember complaining with a bunch of other users when we got Easter Eggs cluttering the drop table and making Hungry Muto impossible due to the access crap on the floor. At this point, the rewards from Bounty Hunter and Elite Bosses and even Monster Collection Exploration provide better rewards as they aren't filled with outdated stuff.
UPDATE:
The Storm Growth situation is worse than I thought. They won't even let you throw them out. So it really is a dud if all your characters are 200 or above.
I think GMS and TMS may had experimented with Attack Speed on hurricane classes. If you recall, we had the Pharaoh's Treasure even and some classes such Archer attack and Pirate's Rapid Fire from skill alter seemed to be affected by Attack Speed. When I was firing bullets on Attack Speed 20, I was firing a solid beam instead of firing a rapid stream of bullets. If they could study how attack speed influences rate of fire for Archers and Pirates, there might be hope in bringing it to the main game's system.
I am not sure if KMS players would ever get AS 10 or we drop to AS 8 to somewhat normalize us. If we lose Attack Speed, many classes would feel sluggish and we may need to redo abilities where Attack Speed is swapped for something else that may be useful. If KMS adapted Attack Speed 10, they would have a similar confusion, but it would lead to buffs pretty much across the board and Korea's in house team would have a better understanding of it than leaving it to the overseas department.
This list is a bit different from the other list I constructed since instead of cutting time without making content more effective, this one consists of expansions and removal of some limitations of certain content.
Legion Shop:
The wares of the shop shouldn't have a purchase limit. Enhancement items like stamps and scrolls and flames are limited per character and the weekly purchase limit can be bypassed by moving the item in storage and having mules work on them (not applicable in Reboot.) The Karma version of cubes and flames have a world limit and can be placed in storage. Wouldn't it hurt for Nexon to allow infinite purchases of these items given you have the Legion coins for them. There really shouldn't be an extra if you want to buy extra EPOTs, stamps, or flames. The same can be said for legion coupons. If you add up the durations of all the 10, 20 and 30 minute coupons, you have 20 hours worth of extra EXP, Drop, Meso or just more ATT but you have to deal with the weekly limit. Missing Sunday reset results in less of the beforehand mentioned coupons and enhancement items. If someone wanted to buy 100 Clean Slates at once during Spell Trace Fever or buy 40+ hours worth of coupons for a grinding spree (not recommended doing it in one session but whatever), there should be no restriction for that. I see the potential problem of giving the user access to a surge of Clean Slates instead of an allowance, but is already exploited by passing the unworn item to your characters so there shouldn't be a problem of hitting your Arcane Glove which you are wearing with 100 Clean Slates from your Legion Shop.
While we are on the topic of the Legion Shop, some goods that can be are:
100% Bonus Potential Stamps: After Nexon changed Eboss Bpot stamps to Regular Potential Stamps, it has been a lot harder to add a third line of Bpot to our items. This should remedy that
50%/100%Golden Hammers: The only way these are obtainable outside events is if Fritto/Pollo or from Eboss/Emobs.
Innocence Scrolls: There are Innocence Scroll in Legion Shop and the only way of finding them is from EBoss/EMobs.
Sixth Job:
When we unlock 6th job, our Origin Skill is the only thing unlocked at LVL 1. I am wondering if this could be expanded to other nodes as well such as our mastery skills so we can experience more of their improved skills without farming, buying or doing dailies for a few days to unlock them while not giving them something too busted at the beginning. We should be given access to our whole kit once we enter Cernium. This is similar to how unlocking 5th Job gives you all your class's skill nodes and a random assortment of nodes. When our character first comes to Arcane River, they are given a taste of all their 5th job skills and some random skills from their kit as well as maybe some common nodes. Feels a bit odd that you are given a 6 minute nuke for entering Cernium and its pretty much overkill for the mobs then you are back to normal after it dissipates. Common Hexa Skill can be locked.
Fifth Job:
Classes have trinodes to deal with so they can boost their main kit while not wasting slots/materials on useless skills. Sometimes we boost the wrong skill because we were experimenting or a class change changed so much that the main skill on the trinode is useless. You can always disassemble it and get a refund in fragments and build the perfect trinode again. Should there be an option that allows us to change a trinode's options without resetting the level. We have this system in the form of changing stats on Legion Artifacts and HEXA Stats. It is about time it makes its way down into the V Matrix. The changing fee can be in fragments or mesos.
I just want at this point just to be able to try on different NX looks or see how it messes with skill sound effects and certain skill animations as well as cutscenes without replaying the whole game. Nothing to do with LGBT etc, just want to hear and see the other gender in game.
Familiar Fusing/Extraction Straight from the Inventory
Currently, the way we use familiars is by clicking on them in our inventory and deciding how many familiars we want consumed. From there you go your FUSION to feed your familiar duplicate energy or go to EXTRACT. There should be a way to allow players to fuse and extract directly from your inventory to save item and space.
Familiars whether they are the ones you summon, used to feed your familiar you are growing or just want all share that 100 or so familiar slots. Keeping more familiars makings it take longer as you will be only to batch extract/fuse in smaller batches. Also when it comes to loading, you would need to keep a mental count on the number or available slots left or deal with the constantly changing number.
A new feature for fusion would allow the player to fuse with familiars directly from their USE inventories. The player would begin the fusion process like normal, but when they click on familiar in their USE inventory, there would be prompt asking how many familiars they want to feed to the familiar they are fusing into. The number would range from 1-100 of the familiar in the stack. When you are about to fill a familiar to max, the max amount of familiars consumed would be decreased to prevent the player from overfeeding the familiar and wasting cards. The concept would function the same from extract except there is no upper limit. This feature would resolve the speed and space it takes to feed a familiar and lower the risk of fusing/extracting wanted familiars by accident.
This suggestion is based on how you can directly use Arcane/Sacred Symbols and symbol selectors in your USE Tab to grow your Arcane/Sacred Symbols without turning them into equips.
Profession Crafting Bulk Crafting
I know there is an option already to bulk craft items, but it could be improved. The current mass crafting puts the player in a state that would craft the amount of items requested. The crafting spree ends when the player fails at lower mastery levels and continues when the player reaches the amount of EXP needed to reach the next level of crafting. The mass crafting spree should continue even if the player fails and there should be a checkmark to automatically stop when they reach enough EXP needed to reach the next level so materials and fatigue isn't wasted. This suggestion is minor as it becomes useless once you become Meister but this would greatly improve the road to Meister level.