Feedback: General missions feedback

I think it would be better that for the following Missions that instead of when pressing Start and the player instantly "talks" to the NPC in question, it should instead give a Mission Objective To find and talk to the NPC in question. Doing so would help new players better familiarze themsevles with Haven and kickstart player interaction getting them to ask where a specific NPC is or where the Advanced Training Hall is for instance.
2-1 Let's Go Shopping! (Talk to Bechamel)
2-1 Pumping Up (Visit advanced training hall and talk to Konway)
2-2 Alchemy for Beginners (Talk to Bosco)
3-1 Minerals Rock! (Talk to Wegner)
4-1 Let's Go Shopping Again! (Talk to Bechamel)
4-1 Advancedd Alchemy (Talk to Bosco)
Also Certain NPCs still have their old "Missions", i.e Wegner still has his Talk to him once for basic, then deposit minerals and talk to him again for advanced lesson. The basic lesson is already a part of "3-1 Minerals Rock!". I think the deposit minerals objective and advanced lesson shold be merged into the "3-1 Minerals Rock!" Mission.
Also, should the Talk to Feron objective be merged into any mission?

I agree that teleporting to specific peoples in haven doesn't help learn their locations, it confuses me instead. Having to walk to each person separately would make more sense and will make it easier to memorize it all.
Saved knights have exactly same behavior as mecha knights, can't be helped - monsters aren't too intelligent in MMO games (typically). On top of it I see to reason to control them manually - they don't die, they don't disappear and whatever happens to them, mission will be completed.
There is a bug with saved knights, however - when you try to swing a melee weapon at them, your weapon aims elsewhere (when they're close). Considering they always get in between you and monsters, it can lead to a disaster.

I don't mind the saved knights being a variant of the mechaknights, but there are two aesthetic issues for me.
1) They still have some mecha-knight sound effects
2) They seem to have the same general posture and animation of mechaknights. They still seem rigid and clumsy like mecha-knights usually are, and I think it might be better if they were made a bit more fluid.
That's just my opinion.
I believe that these Knights are just about as brain dead as the so called MechaKnights AI, in fact, I think the AI is of those MechaKnights. They should do more than just randomly attack mobs around you. I noticed that during the Prestige missions from Scared to Death or any other lost Knight, they will just randomly charge into any mob, especially trying to hit them where he/she can't reach them cause of a wall in their way. There needs to be a command use for helping out those lost Knights. After all, they did get themselves lost so... how about giving them support and tell them what to do?
We know there are those emote commands that utilize the numbers for expressing "ATTACK" or "FALLBACK". How about taking in those two or the others and make it to where you use those emotes and the Knight listens. Using "FALLBACK" can help make the Knight Stand down and run away to a safe point and avoid danger, use "ATTACK" for letting him randomly attack mobs, use "FOLLOW" for the Knight to start following you. You could also add an option to clicking on the Knight to click on a certain action for him to do. Anyways, those are my concerns for the AI of these Knights.
Also, I did noticed that the Knights do revive themselves while enemies are still around when you're still fighting, but when they are down and no enemies are around, they are completely out of commission. Especially when you step on the party button, they just sit there like a body with no soul.