I will try to keep this brief as attention spans are at an all time low.
- Fix the mail system - Instant delivery, static X minute delay, or something else entirely. The end result is predictable, repeatable behavior.
- Better crafting experience while leveling - It feels really 'off' that the common approach to leveling is either wait until numerous champion points to go back and level skills (with inspiration bonuses) or mass deconstruct items. It feels like there should be a modifier based on the item level being crafted versus the player level versus the skill level. The 'tl;dr' would be crafting items +/- 5 levels from your player, skill, and crafted item level should yield significantly huge bonuses. This prevents a lowbie from spam crafting to max level, while also preventing high levels from facerolling through a few items to max level. It incentivizes a player to craft items close to their level and avoid spam leveling through 'cheap trick' tactics.
- Allow Pickpocketing Hostiles at Skill XP Penalty - It seems really awkward that the only way to level Ledgermain is to either spam pickpocket and just eat the bounty or farm chests. Could we not allow pickpocketing of hostile NPCs at skill XP penalty (~75-80% reduction) with the caveat that failures result in guaranteed stun/knockdown (a.k.a surprise attack) for the player?
- Allow Mount Leveling to Bypass Cooldown at Cost Skyrocket- It would be nice to allow a player to with an excess of gold to bypass the cooldown by increasing the gold cost significantly. In example: Increase the cost by 15-30% of the current total, but reducing the cost by 25% or 250g (whichever is higher) daily. This would allow a player to spam buy a few ranks, but then be forced to wait a bit until it comes back down. This is REALLY ideal for the weekend warriors that don't always have time during the week to log in and do this. (An example cost curve at 20% would look like 250g -> 300g -> 360g -> 432g -> 518g -> 622g -> 746g -> 895g -> 1075g. An example 'reset' of that value would be, on a 24h 'tick': 1075g -> 806g -> 604g -> 453g -> 340g -> 255g -> 0g)
- Create Passives/Skill-Line for Melee Weapons to Recover Magicka - This is one of the biggest issues I see. All melee weapons generate Stamina. Only Staves generate Magicka. If I wanted to play a Magicka based Nightblade, with so many of the abilities using Magicka, I have to use a Staff. Can we get passives (or possibly a skill line) to allow some type of conversion to allow melee weapons to generate Magicka (e.g. Melee generates 33/66/100% of Stamina as Magicka, but no longer generates Stamina). Such a skill line could also be used to convert melee into magic damage at some form of penalty/trade-off.
- Allow Sneaking while Harvesting at Detection Penalty - It seems weird that I can sneak up and unlock a chest, but I cannot sneak up to pick a flower. I get mining to an extent, rune harvesting to a lesser extent, but is there a reason we couldn't have our detection radius increased based on the node type (purely example values: ore/wood +50%, runestones/water-skins +25%, etc).
- Critical Success Crafting - As a player, it would be awesome to allow for a critical success that automatically creates an improved quality (color) item. I have no real suggestion on what the values would look like, though 10-20% of the skill level might be doable (e.g. level 50 blacksmith has a 5% or 10% chance). On a critical success, a Fine (green) item is the minimum outcome, but the chance for a max quality item with extremely rare chances is always exciting. Again, purely example values: On a 5% chance, I land a critical success making my new Dwarven Sword. The critical success outcome rolls a 832 (out of 1000) which comes out Superior (blue) using the ranges 0-750 Fine/green, 751-899 Superior/blue, 900-975 Epic/purple, 976-1000 Legendary/orange.
I understand some of these are rather significant changes in direction, so I cannot say that I expect all things to be implemented exactly this way.
I provide the example numbers to help illustrate a point, not at all to suggest I have enough information to 'decide' what values should be used. These are suggestions from the player perspective, that is all.

Thank you!