This seems like a rather vague suggestion, but I'll elaborate on it now: Basically, Spiral Knights is a game that's fun, easy to pick up, and for a while is addictive. However, not even three full weeks after release, I'm bored with it. I was an avid Closed Beta player for about three months before the official launch, and it was really fun being able to slowly discover the game for myself and build up to where I was when all of the characters were wiped. But this time around, I knew all of the little tricks, I knew what the best paths to take were, and I had a great guild backing me up the entire way, whereas I was almost totally alone when I started playing in CB. So... I hit tier 3 within a week, got all of the 5-star recipes I wanted, fought all the big bads and went through the gates. Now? I really don't feel like playing any more. Combat has become tedious and there's no carrot on a stick dangling in front of me, ie no incentive to play.
The problem with Spiral Knights lays in the fact that it's really quite a shallow game. Go into the Clockworks, earn money and mats to make better equipment, rinse and repeat. The game needs more depth in two areas: the combat, and the social interaction between players.
Combat seems varied enough to begin with, but really, what it ends up devolving into is having just a handful of weapons to really chose between, 2/3 of which are completely useless when compared to their more powerful counterparts. Instead of having areas where a certain specialized weapon would be great, you can often plow straight through every depth of a gate using a Leviathan Blade- and considering that you can buy that recipe and all of its previous incarnations as soon as you have enough money, it's not really a challenge to get it. So there's issue #1: General lack of variety which really constricts play-style. Most people in T3 are using one or more of the following blades: Levi, Cold Iron Vanquisher, Faust/Gran Faust, Avenger/Divine Avenger, and I still see a few Vile Striker/DVS users, too. In Closed Beta, maybe the Winmillion, before it was horribly nerfed.
How do we solve this issue? First, weapons should be far more specialized. Not so specific that you can only use them against one monster type and then deal close to no damage to another monster type, but enough so that you have an arsenal which you mix and match depending on which gate you go to etc.
Second, there needs to be more variety- I don't just mean more weapons, but I mean more weapon types. Instead of just swords, why not some more melee weapons- spears, two-handed swords, maces, axes, hammers, picks and halberds- which fit into the "Knight" theme? Or even more exotic weapons, such as scythes, ranseurs, double-sided swords, etc. Give the players a choice, a real one. Guns could be expanded to include throwing weapons (knives, tomahawks, small explosives, etc)
Third, the combat itself needs to vary more. As it is right now, there's very little strategic planning during combat itself, other than "Which one of my weapons sill do more damage against Enemy Type A?" Other games have specialized maneuvers or attacks that would cause one to, say, inflict extra damage or inflict a certain status effect at the cost of some arbitrary power source ("Mana", "Magicka", or something similar) You don't have to go full-blown WoW-esque on this, but at least being able to say, execute different charge attacks, would really deepen the combat experience.
Now, the social aspect of this: I think we're off to a good start with guilds, but as it is, there's not much point to a guild; it's basically an expanded list of friends that has a private chat. The Guildhall serves no purpose yet. But by expanding what a guild and its members can do, you make each guild feel more unique and it lends a sense of identity to both players and guilds. Making guilds able to have their own private gates, their own shops, a bank or inventory storage area of some sorts, fighting rival guilds in guild wars, et al is really something that doesn't seem that important, but in the long run, it's small details like this that keep players snagged.
Finally, a note on dungeons: Randomly generated Gates are cool and all, but the game could use more content- quests, different bosses, unique and rare levels, etc. I'm sure Three Rings is already aware of this, considering there's all of 2 quests in the game right now, but I just wanted to touch on that point before closing.
I agree with most of this post! Minus the getting bored part. Still haven't grinded myself to oblivion yet.