1. I would like the lims on certain items upped, but don't agree with making all gear unlimited. The example of barbed wire boots i don't agree with. There is so much gear in the game that i think it would do a disservice to the game in its entirety if everyone ran around with 12 dam that was popped from unlimited items from Storms, Irda, Bluff, and Ancient. There are so many ways to build really good sets, especially with the huge bonuses from 4-6 item sets that are very available and easy to pop on 2-4 man groups. If you want to go down this route, just have everyone start off with a Chaos bag at lvl 1 and a shrine at the Solace [] that teaches casters all spells on demand.
2. I agree with upping spell loads. I think this should be tiered. Lower level spells should be 50%+ load rate, and then scale the percentage down as the spells get to the upper tiers. But, for example, i don't see a problem if the Irda cleric book load rate was 25%-33%, or if the upper mage spells (outside of the prism book) loaded at that same rate.
3. Reincarnate skills should come back "much faster" as this is advertised. They currently don't come back much faster at all IMO. When i re-legended my barb this wipe, it took me 6 days for my breach skill to go from excellent to superb. 6 hours is still too long IMO if this is the 2nd time around at grinding skills.
4. Increase group sizes back to 10.
5. I'm not a big fan of increasing char limits from 2 to 4. You can do so much on 2, and it promotes grouping/clans to do end-game material. And only requires 3-4 people to build a legit group.
6. Change legend punch to have a different effect. Disorienting big mobs is a great way for casters to get 1 rounded, and i think this is actually a negative effect.
7. I'd like to see acid mist and equivalent other robe area spells return to their glory days. Mages are 100% useless before they get stun in groups. They need some major love to return to the premier class that they always were in arctic's early days. Also, this goes back to increasing group sizes back to 10 (i've posted previously on this), but with a group lim of only 8, your group builds itself out automatically and there isn't much room for other utility classes - you need a tank, cleric, druid, shaman, couple bashers/dps to do end game material. There isn't room for thiefs, mages, scouts, mages, etc. normally speaking. Increasing the group lim to 10 would enhance these misc classes and allow room for them to get into groups.
8. Increase PK % dam done to something reasonable.