I'm terrible at introductions, so I'll just hop to it. They are numbered for your convenience.
1. Give Almirian Crusader helm/armor max fire and shock resistances (and remove curse resistance) to make the set more useful. Normal+shadow+shock armor is nonexistent, and normal+shadow+fire armor does not exist without penalty (namely, Fallen). Yes, this armor will be powerful, but it did come from a Shadow Lair, after all.
2. Remove the shock weakness from Heavenly Iron. It really, really doesn't need that crippling penalty when fighting fiends.
3. Give Plate-series armor a low universal charge time reduction. A weapon's charges are surprisingly useful defensively, and can be used to protect teammates, emphasizing the guardian-like nature of the armor. It will work particularly well with Troika-line swords, Calibur-line swords, knockback-oriented guns (like Blaster and Pulsar), and bombs.
4. Give Cobalt-series armor equal resistance to all four damage types to emphasize its general-purpose nature. The strength of each defense is about half what it would be for any other armor. It would have roughly the same resistance strength as a hybrid set, though without the statuses.
5. Give the Scarlet Shield and Vitasuit armors poison resistance. It only makes sense that health-oriented armors be resistant to the status that prevents health restoration.
6. Give regular Wolvers their tracking back, and give Alpha Wolvers tracking only on the first bite.
7. Some slimes (mostly in T1) lunge backwards when attacking. This is weird and unnecessarily crippling to them; make them lunge forward instead.
8. Give Ironclaw Thwackers a breakable battlepod-style shield on their backs (This is not my idea; kudos to whoever came up with it first). The goal of this is to train players how to fight Darkfang Thwackers without making Ironclaw Thwackers too difficult.
9. Give T1 gremlin thwackers a rare, random chance to perform a second normal swing. New players need to be trained to watch out for that killer second swing in T2.
10. Nerf T3 gun puppy danger rooms a little, please. They are made exponentially more difficult than their prior-tier cousins by the additional shots fired per puppy, and I personally believe they are unfairly harder than any other type of danger room. I want a challenge, but not one so hard that the party wipes too often on it.
11. Put the average mission payout in the mission rewards and then remove them from the mission levels (this, also, is not my idea. Kudos to its original conceiver). This allows the missions to be replayed at our leisure while making boss farming impossible outside the Arcade (and thereby revive the Arcade).
12. Slightly reduce the time period between when a retrode fires its laser and when the explosions follow. It's currently too slow to be a serious threat.
13. Return some level of tracking to retrode and zombie swipes.
14. Give the Sudaruska its stun back on the normal swings.
15. Give the Iron Slug the same status abilities as the Callahan.
16. Fix the problem of charge attacks disappearing when you step back into a wall.
17. Increase the number of brandish charge explosions by tier, not by star (so they have about 3-4 explosions at 5*)
18. Make the brandish charges only inflict status when the charge attack has finished (like, status only on the last explosion).
19. Buff the status strength of haze bombs a tad so that they are more effective in Lockdown.
20. Nerf the damage of the Blitz Needle's charge attack a little.
21. Give Chaos maximum status penalties against fire, shock, freeze, and poison. Remove the curse penalty (so we can use GF with it).
That's it for now. Got any ideas you'd like to add to the list, or criticisms of what's already on there?
Iron Slug stun status
Slightly more intelligent Gun Puppy aiming (it's possible for them to miss you whilst you're standing still)
Fix mysteriously disappearing astral blades (edit: those flying swords on the charge of Sealed lines)
Reduce status weakness of Mad Bomber/Decrease health bonus of Chaos to be in line with 4* armour?
Allow Catalyzer explosions to set off other charges on separate enemies
Decrease damage and either status strength or proc rate on elemental brandishes (base damage without status is on par with the Acheron, which gets no status whatsoever)
Increase status strength of the 4* and/or 5* haze bombs? (Skolvers currently able to obtain immunity to haze bombs in PvP)
Decrease Blitz damage