These are just some ideas that I've gathered from other people in the game and some of them are my own, all of them are meant to either improve the gameplay and to facilitate things to those that don't pay for CE, because they can't afford it, don't have the means to pay, or just simply don't want to (I fit in all those categories btw).
-First off, I've heard this "pet" concept many times now, and I myself think it would be a good addition to the game. My idea is, you have two "Pet" variants, one meant for combative purposes (like a Wolver or a Gremlin sidekick) and another as a healer (like the Silkwing). You can either buy them or find them while adventuring (though they will be rare to find). When buying them the player has the option to either use Crowns or Energy, with fair prices of course. Not meant to be tradeable.
-Another concept I've had was in character customization, the fact that we always have the same body-type, which sometimes confuses players in regards to their avatars gender (it also makes for "Clone" scenarios as I once witnessed 5 people that looked identical to my character, same color and all!). The implementation of different bodyshapes would add a lot more variety and creativity in regards to the players choice of looks. For example, players could choose between a "normal" bodyshape (which is to say, the current one); a "taller" one (thin and lanky looks); a "stronger" one (like a more buff/brave version of the normal one); and of course, a "feminine" one as well (need I say more?).
-Also, after creating their looks, and making their way to Haven, players get the choice of choosing a class. Now, I assume everyone that reads this has an idea as to where I'm headed with this, and yes, you are right. Having classes in the game would "improve" things a bit more, as with most parties, the ability to revive a teammate at the expense of your own health is sometimes a tad unfair, given the scenario where you heal him and then die because of a multitude of reasons (lag, monsters outnumber you, selfishness, etc...). The classes I had in mind are:
--Warrior - speciallist with swords and shields, has a lot of attack power but lacks ranged attacks. Can also Dual wield swords, though at a much higher level, of course and in order to dual wield, the player cannot use the shield;
--Gunner - gun speciallist, with a good attack range and, perhaps, Elemental resilience. Also capable of Dual wielding guns (however, only certain guns can be utilized).
--Caster - uses spells to support the others, and can also attack with them. Support spells are just buffs (like the one some Wolvers possess) and the Healing spell, with a cooldown between uses;
--Bomber - can plant mines (by "charging" the attack) and toss small grenades. Effective for crowd control. For close combat, the player can rely on a shortsword.
In order for a player to learn new abilities, they can buy them at a "Class Vendor", where they buy the class-specific recipe to learn said abilities (like the Dual Wield, for example).
I would also like to stress out the lag issue, as it makes things harder for those in other countries. I for instance, always experience "lag jumps" and misteriously lose health over nothing, merely because I play from China. It would be gratifying to know if this issue could be resolved, has I always have one miserable red bar in latency, and perhaps the creation of Dedicated servers(?) would help.
If you have more suggestions or criticism, then please let me know. This game is great, and it certainly has more room for improvement.
1. Been argued to death. OOO made it clear that even if they ever considered functional pets, healing would NOT be one of those abilities.
2. I have real concerns with the memory constraints on this game. If they can get away with simple mesh morphs, I can see it being viable. Although, I kind of like the gender...species...organic? ambiguity.
3. Classes I would never get behind in this game. Gear choices already shape what most consider class roles, but what your suggesting is shoe horning the party/combat system from standard MMO territory with forced dependency and narrow combat roles. The caster class alone would turn into an instant "LF Healer" waiting game for every party, and promotes general stupidity among the other classes*. Any "class abilities" could easily be expanded into the existing armor system without forcing them to learn it as an ability, or limiting a players gear choice to prevent mixing.
*I've yet to see a game with a healer class where it 1. doesn't become required for every adventure, and 2. isn't an irritating, blame filled job.
4. There are NO player hosted games. All servers for this game are dedicated to being servers. And until I see a traceroute showing otherwise, I'm under the assumption that all the servers are in Seattle, WA.