I have a laundry list of what I'd like to see!
Wall of text incoming!
I'm showing unbelievable restraint and narrowing my list down to 10. My top two issues are my first two issues. I honestly believe that if they're mismanaged, the game cannot become a success in the West. They have proven to be a significant challenge in every recent MMO.
1. Server management. VERY IMPORTANT.
Nothing KILLS an MMO faster than population imbalance in a faction game. AION progression in the Abyss was 100% gated by faction imbalance. It even prevented quest lines from progressing because specific fortresses never changed hands. Warhammer Online suffered tremendously in many cases during the first year because of massive faction imbalances on servers. Morale on a server is completely wiped out if you feel like you made a bad faction choice and the only thing you can do is lose. This is especially important when it comes to RVR or larger-scale PVP battles where control of an area provides major bonuses or other goodies. There need to be strict rules about how you acquire ownership of castles, how long you can keep it without it being sieged, how difficult it is for a smaller group to stand any chance at all against a zerg, etc.
Once folks figure out their server's faction has zero chance of success, folks start bailing off that server. Transfers kill communities and lead to server mergers. From there, it's a quick spiral to hemorrhaging your player base. This is possibly THE most important issue of all.
Another part of server management is anti-botting and anti-hacking policies. AION's US launch was riddled with thousands of bot reports and yet nothing was done. Nothing screams "Asian grinder" more than seien bot trains on day one.
2. Lots of stuff to do at level cap. VERY IMPORTANT.
BLESS does appear to have a LOT to do at level cap: PVP, RVR, Castle Sieges, Royal Quests/being knighted, raiding/dungeons, helping lower level players. PVP should include battlegrounds and Open World PVP as well as PVE and PVP servers. I assume they'll also have daily quests as well. But then what? Dailies in general are often highly boring and are done only for crafting mats or reputation. Ugh.
RIFT does have endgame currencies that allow you to gear up while participating in nearly every type of activity. I really like that because everything you may enjoy doing gradually progresses you. RIFT also provided thousands of artifacts to collect, reputations for every single zone to collect recipes and minipets and mounts and gear, as well as several hundred achievements. All of the dungeons you got to run while leveling up then had expert difficulty. I enjoy revisiting content and having it be a challenge. And if that wasn't enough, you spent a long time doing crafting dailies so you could learn the epic crafting recipes.
This also encompasses the speed with which you level. All Western MMOs launched in the past few years (RIFT, TSW, GW2, even AION in its current form) had reaching level cap inside the first week something EASILY accomplished by the hardcore community. You cannot expect to have folks sticking around when the folks most often vocal about the game are whining that there's nothing to do by the end of the first week.
Unfortunately, Eastern games that force PVP or have PVP as the "real" endgame cannot have wide success in the West unless they have PVP servers. Despite all our "hardcore PVPers" in the West, at least 90% of casual gamers prefer PVE.
3. Class customization/usefulness
Sounds like BLESS will offer a lot of endgame talent/skill customization, some due in part to race. I want to be able to roll what I want and still find usefulness in a party. GW2 did a great job of that because there was no trinity. Fortunately for me, I tend to roll tanks and healers, so finding groups is less of a burden. However, leveling up as tank/heals tends to be brutal, slow, and not exactly fun. That said, there needs to be a reason to have ANY of the DPS classes in a party. No one enjoys leveling a class that can't ever find a party because they're not a "real tank" or "real healer" or because there are far too many DPS classes vying for that last spot.
4. Racial bonuses
I really hate it when this happens: "Oh, if you want to tank, you need to be X race and Y class and use Z talents". I like hybrids and I like freedom of choice. Racial bonuses NEED to be balanced and for flavor, not something that would be "best of" and force you to choose a race just to play the class you want.
5. Faction freedom per server
I like races from both factions. It would suck to have to roll opposite-faction-alts on a different server just to enjoy that gameplay, especially since EVERY race has a unique starting area and story. I draw a lot of comparisons to RIFT, but their new expansion did away with a lot of the faction hiccups. The devs said they want faction to create tension and unique opportunities, however I want to be able to play both sides.
A big area where forced factions becomes a thorn in my side is for guilds. Cross-faction guilds won't happen. I know, I know. It *shouldn't* happen this way (ala WOW, WAR, AION, etc.) and the two sides are opposing. However, it's a PIMA to force guildies to play a faction they don't want to just to get to stay together as a group. I have a core group that's been gaming together for years and it's been frustrating with forced faction splits because it pushes us apart. Having one unified set of races, like in TERA, was wonderful for cooperation.
6. 10 character slots per server
There are 10 races and eight classes. I hope we have at LEAST eight slots per server so I can try all the classes, but would appreciate getting one of each race, too.
7. Fluff and possibly a cash shop
If there's one thing RIFT, TSW, TERA, etc. have proved: folks love fluff! Mounts, holiday/fun costumes, mini pets, dyes, weapon skins, etc. Players gobble that up and fork over tons of extra money to get the exact look and experience they want in game. I am against XP potions, +skill/ability potions, etc. I just want fluff! I love collecting mounts and weapon skins.
As long as the cash shop doesn't offer anything that you can't get in-game and refrains from providing items that give an advantage over players in game, I'm happy. GW2 had a generally great cash shop in that you could use in-game gold to buy the cash shop gems, so you didn't even require cash to acquire the cash shop items.
8. Dungeon finder
I know this is controversial. Those for say it makes it easier to enjoy the game, especially if you play at odd hours, are in a small guild, or don't have a lot of time to wait around spamming /LFG chat. Opponents say it destroys the community as folks don't get to know each other. For me, it's been my experience that I've made a lot of friends running dungeons for an afternoon in a server-wide LFG/LFD type of device. I don't believe that spamming a channel causes more community than pressing a button and waiting.
9. Auction House
MANY server communities, especially those that turn out to have lower populations, tend to be decimated when it comes to borked AHs. In TERA, our server had an extremely horrible economy. The high end guilds had all the epic gear to dump into the AH and guilds trying to progress had nothing. Prices were 4x-10x higher than the high pop servers. People were even making use of "free server transfers" to buy items on a high pop server, wait a week, then transfer back and sell those cheap items for extreme profits. Lower population servers always lag behind high pop servers in all areas of progression.
The Secret World and GW2 managed this by only having ONE AH for the entire game. That made it so any item you could think of was available 24/7 (very helpful while you gear alts). They had massive issues at first, but did resolve them and the systems work very well now.
10. Crafting and Material Gathering
I'd like USEFUL crafting like in RIFT. Everything you craft is useful and you don't have to craft dozens of useless items that flood the Auction House. Disenchanting items gives you mats to craft even more items (augments that give bonuses to what you craft).
GW2's crafting gave you XP. You could actually level all the way to level cap by ONLY crafting. I did appreciate that. TERA and GW2 both gave XP for gathering. TERA also gave buffs that could stack and lasted for several minutes. It's nice to see every aspect of the game benefiting your progression.