I've read a lot of threads recently and i heard many complains and good suggestions. Heres what i got and what i have been thinking for long time.

1.new skills.
This is a must have update when introducing lvl71 update unless u wanna see bear max out restore, bird max out meditation and mage max out rev. Everyone has the same build in the end game in just not funny at all. We need more choices. Elly already post a nice thread about introducing skill tree so as other players been suggesting so many wonderful ideas in suggestion block, check it out and find a best way.
For my opinion, skill tree would be the best idea but i doubt if this game engine can handle so many aspects and skills. My suggestion is introducing DOT skills and passive skills. I won't go in details here, i can start another thread if ppl are interesting. But bottom line is, simply add current skill level to 7 is not very accetaple.

2.class specific gear.
The only thing im glad about mt fang is the top crafted gear is whats best stats for their each class now. Im glad devs heard our voice and i think they probably saw whoisthis's thread about ideal best gear. Thanks again to whoisthis for his effort.
But the problem is, pvp will never be balanced or close to balance coz of warbird. Str gear is supposed to design for bear, high suvivabilty,ok skill damage,low dps but high dph,high hs,low hit and decent crit makes it a perfect tank gear. But when warbird use str gear, focus improve the lack of hit while the other bird skill can self buff dodge,lower enemy hit and root makes warbird OP against any class imo.
The solution is clear, make class specific gear. str only for bear, dex only for bird, int only for bird for the current gear. And for those hybrid lover, make specific gear suits them instead of bird wears bear gear and become OP, and if u try to balance, bear will cry.
I think it makes more sense as well if each class stick to their primary stats gear. Come on how can a bird fire arrow from 12m away while he equips sword?

3.new maps.
Nuri map is very well designed. Each map has different mobs with different skills and nuri madness is a spotlight design imo, very nice idea. In nuri, mobs fight are focus on bear CC and taking hit, mage dispel debuff in time to avoid bear got one hit thus team wipe, and bird doing damage. Perfect, tank,support,dps and good maps allow all these team work to be happening. Eg,haunted symphony.
I thought this will be the trend for the upcoming maps, but what happened to Mt Fang? Simply copy and paste balefort maps and even can't be bother to give each map a name. It's kinda funny that you run through first map it's a kinda brand new map with ok design and after u clear all and click next level u went staight back to town. And the next level from that on is just same balefort maps with same mobs. What do u get from that?
Let me tell u what i think. DEVS run out of time to design the following maps after first map. They either run out of time(which i doubt,what are those 7 months waiting before nuri came out for,remember Mt Fang was supposed to be released with nuri),or, they put more energy into making new game? SL?DL? I only played SL for 5mins so i can't comment on that just suspicous.
So from first level to third level in Mt Fang are just balefort runs and the result is bear is out,beckon is no need. Mobs don't cast debuff on you and you won't get one hit, no need for heal to dispel,just spam health pot. And bear is useless for most boss, so please tell me what's the point of playing a bear.

4.elixir
I'm one of those anti-elixirs. I understand STS needs money and ppl without a lot of playing time need elixir to catch up. It's all good. But the bad influence is it ruined the end game experiences. End game farming shouldn't be affected by elixir. we need elixir to speed up our xp runs, but not end gear farming runs.
The best gear in game should be hard earned. While i said hard earned, it doesnt mean u simply adjust drop rate to 0.1%, that's again, lazy move.
Ppl can choose to use elixir to speed up their lvling and gain some decent gear in the mean while and STS can make a lot of money, both happy. But, for the end game gear, it should be dropped in lvl cap map. U can only enter when reaching the elite lvl cap. Those maps are not allowed to use elixir and u can only bring 25potion of each on yourself when entering. The boss in those maps are very hard to beat and require highly skilled tatics but drop rate will be decent, so let's say it could takes 1-2 hours to clear the maps but it will drop at least one end game gear for rewards.
In that case, everyone's happy. Casual players can choose elixir or not to reach lvl cap while getting a quite good gear in the meantime. For those hardcorers, after getting the good gear they can start challenge the hardest part in game and use their real skills to try to get the best gear in game.
And yes, those elite map should be charged for plat so STS can still make money from the hardcorer because they lose the elixir income from them. In that way it makes more sense to me. It's kinda stupid for me to see lvl66 pot head 24/7 trying to get pinks from the same boring map again and again while the drop rate is 0.1%

There's so much need to be improved but i don't wanna DEVS getting too much in one shot, those are just a few recent highly talked about topics, i really hope DEVS can look into it and make us happy again. Also, looking forward to hearing from your fellow forumers opinion about these.