-The Missions button is hard to find again if a mission is left before it is completed.
-Can't stack heat amplifiers... intentional?
-There should be more of a notification or a bigger hullabaloo when another rank is reached. If the game can't make a big deal out of it, then I don't feel like I should.
-COMMAS. They want to be used!
-Conversation with Feron: Clockworks is plural or singular? I thought "the Clockworks" referred to the entirety of the dungeon "crust" of the planet, as a whole. So, if singular, "the Clockworks itself seems" instead of "the Clockworks themselves seem".
-Completed missions should have a more obvious "done" visual, like a differently colored border.
-My aqua-blue pigtails have purple colored flecks when viewed up close (may just be a testing server bug).
-Skins are low quality when viewed up close (which I think should be fixed if we're getting really close and personal with our knights near the console in the mission lobby).
-Specify how much energy it takes to complete a mission, if someone is running on mist they may be unable to complete a mission if they are not informed of costs ahead of time.
-Missions that require you to gather materials or craft items do not specify that you have to go into the gates/Clockworks (especially the first Hot Edge/Frost Gun mission), though maybe that is obvious to players at that point. Also, since bosses are now part of the mission/story system, forcing players to run gates for materials may be spoilerific and counterproductive. To solve this, some of the earlier missions should have (many) enemies that will definitely drop enough materials, or rigged boxes/drops.
ETA:
-My partner and I feel it a bit too hand-holdy to give out 2* gear in the missions. We think maybe after giving out the 1* gear the missions should give out recipes.
-It is a bit weird not to be able to buy 2* recipes at the starting lobby Basil and not knowing why, even after being able to get 2* gear from the missions.
More to come as I find them.
-Another general and pervasive problem is redundancy between the old system of walking and talking or walking to the gate with what the missions do. I'm sure the team has thought of this before, but it is rather confusing to be able to defeat Snarbolax in a gate and then have to beat him again in a storyline mission, or talk to an NPC/get mail that says exactly the same thing as the dialogue in a mission.