So as upset as these changes have made me, I am going to take this in stages to explain how I feel and why.
Elixir changes: I now have to update my entire system to handle this change. Thankfully I can do that. For the many that can't, this change likely will seem sudden and they will have no idea what to do and may stop playing until their system of choice is updated.
Celerity changes: No one likes to move slow, especially people who have credits invested in go fast. Further, who EXACTLY is getting access to shock? It sounds like an extremely powerful hinder and if rolled into the wrong classes will break them. The idea I will be stuck in one place against a myriad of timebomb momentum classes is worrying.
Hiding changes: I do not mind the nerd to heat sight. Giving people who can hide ability to hide again and explore their class fantasy is a good thing. Hopefully classes that rely on hiding can still do it effectively.
Vision changes: I spent a lot of money to get life vision on my goggles. Others did too. Further, illusion combat is terrible for the simple reason there it is either effective because doesn't contain anti-illusion, or it is useless. There is no finding some method of working it in based on class skills. It is entirely based on whether a system is coded against it or not. No one wants that back in a way as it was annoying for both person using them and those coding against them.
Lastly, these are MASSIVE changes. Many skills and core mechanics just received a huge shift. Personally, I feel something like this should have been announced as in the works, then put on test server with volunteers, then rolled out based on results. Many of us were tentatively awaiting the elixir change, but I dont know if any of us were expecting this much out of the blue. Dumped us in hot water here, so no surprise you got a lot of people saying ouch. Little more warning next time maybe?
I'm gonna say that these sound like some seriously unpopular changes thus far if immediate reactions are any indications. My suggestions:
If Heatsight is viewed as a problem, then as I said above, remove Heatsight as a racial skill and revert the rest of the changes. Recompense by adding new racial skills like some of the newer additions we've had over the years like Trawling and Lunar Regeneration. Are they heatsight? No, but would people be okay with it because of new racial skills? Absolutely.
Revert the defensive elixir change and find a different solution for Pit. I'd suggest one, but I'm a little salty that some of the rejected reports put the onus on the players for creating different solutions so that we can get a change, despite an acknowledgement and/or agreement that the underlying problem and logic for the reports were sound. My snark aside, the best change for Pit is to remove the immediate "drop into Pit from prone" effect and create a different set of criteria that causes individuals to fall into it. Levitation is dated. As it stands, the non-trans Purgatory is better than the trans skill equiv in Domination. Some may view that as subjective, but I can go into detail as to why if it needed.
Revert the Celerity and Recovery stuff. I don't see why this is needed, nor what problem existed. This just makes getting from point A to B even more of a slog, and I think @Stine already summed up the problems with this very well as is.
I really can't begin to express how frustrated I am with these changes, and I can't really remember the last time an announce post came close to eliciting an emotion out of me since the Sentinel changes a long time ago. In my career, we test patches and changes prior to their implementation in a production/live environment by having tests run in a test environment. When we've validated that the changes are good, we then put them in a production environment. These kinds of changes are so wide-ranging and hefty in terms of client-side coding and balance that they absolutely should've had player testing and input. That is how drastic they are. My last recommendation is to potentially do that moving forward.
Edit: All I'm also gonna say is that I'm glad that I picked up FFXIV again recently, because I don't think I've had a changelog that has sapped my will to play like this one in a long time.
I'm not really sure what the point of the celerity and hiding changes was other than to make the game more tedious for us. Both of these changes really seem to be a big regression in the overall player experience.
I think the elixir change is fine as a concept but will need some finetuning because it does have some (prob minor) effects on other skills/classes beyond pit.
Also just a tad confused about Tekura and Wayfarer lines not being streamlined because supposedly some people already have systems to accommodate for that but we end up with these changes instead.
I'm actually pretty irritated about the celerity change and honestly glad I dodged a bullet and didn't buy lifevision this morning. Also thanks for the monk illusion buff I guess.
Actually, given that you said you didn't want to add generics to Tekura because you didn't want people to have to redo systems then add this also irritates me but whatever.