mqstout: Ten for just one game: Final Fantasy X/X-2 Remaster Collection:
Ability to turn on/off Dark Aeons at any time. (X)
Option to pay your way [in-game gil or collectables] out of mini-games, like lightning dodging or butterfly chasing. (X)
Expose/make Mix clear (rather than a guide-selling external reference system). (X)
Replace coordinate and password based airship destinations with just plot/rumor unlocks. (X)
Enemies that aren't varying piles of hit points but actually have defenses and weaknesses, so there are reasons to use the awesome array of abilities and powers the game gives you. ("Hold attack to win.") (X2)
Option to pay your way [in-game gil or collectables] out of mini-games, tower calibration. (X2)
Eliminate/Replace the casino advertising and marriage proposal content. These were 100% created to sell guides. (X2)
Be far more generous with dealing with the Highroad investigation in allowing the player to get the content/ending they want (X2)
Add some cost to changing Dres Sphere. There currently is none, so at the start of battle you just change everyone to everything to unlock the Garment Grid's bonus. (X2)
Severely shorten and straighten Via Infinito (X2)
Since X2's listed more, I may sound more critical of it. It's true that I am. I like -- love -- what the game hints at. It just was shafted in development/polish and artificially bloated with bad content to make up for it. What is there could be made GREAT.
You forgot a bug one:
Final Fantasy X: Make cutscenes skipable. (I would actually suggest doing this for FF4 through FF9 as well, At least FF4 DS allows you to skip the FMV sequences and summon animations, which is more than what can be said for FF7-FF10.)
Another one for FFX: Re-design the post-game boss fights, and get rid of the special defense-ignoring property of the celestial weapons. While we're at it, make magic scale better, particularly at high stats. Also, post-game bosses (particularly the Dark Aeons) should have their weaknesses; using Shiva really *ought* to be weak against fire, for example.
(Note that I haven't actually played FFX, but have determined from videos and what I've read that the game could really use these changes.)
dtgreene: I could say this about Final Fantasy 3 as well; the game gives you many neat abilities to play with, but enemy stats are not as varied as in the two previous games in the series, For example, with maybe one exception, if any enemy in a dungeon is undead, all of them are. A similar thing applies to splitting enemies, which are used heavily in a few dungeons, then disappear entirely.
mqstout: I know! And they just came out of X that had a great mix of varied enemies that you needed to swap characters and powers to be able to deal with even in the same encounter. If they'd've preserved that in X-2, it'd go along way to more dynamic combat, and abilities mattering, and putting more thought into which grids and spheres you equip.
One of the things I love about Final Fantasy 5 is that it gives you a huge variety of abilities to play with, makes normal fights interesting (with enemy reactions and things like one enemy summoning others if it's the last one killed), yet still maintains a semblance of balance, unlike the next few games in the series.
mqstout: Final Fantasy Tactics:
Nerf Agrias, Mustadio, and Orlandu. Eliminate Balthier.
This game came out in the period where Square stopped caring much about game balance. You see this in Final Fantasy 6 (see Ultima, not to mention other ways to break the game), and it becomes a bigger factor in FF7, FFT, SaGa Frontier, and of course FF8.
As a side note, I love using FFT's Math Skill; it's too bad it breaks the game and is something the AI doesn't know how to use effectively,