I totally missed the Classleads, so I wanted to open up some of my ideas on ship changes and put them before people:
Problem: Endurance drain during ship combat. Currently, efficient endurance usage is by design a major part of ship combat. However, there's the problem of fighting one ship then another or multiple ships at a time when it just really leaves one the one ship helpless. Granted, it is sort of like PvP where being ganked is just kind of sucks for you, but I think that given the inherent penalty of being sunk or plundered maybe some adjustment is inline.
Proposed Solution: If you sink a ship, your endurance replenishes either by half or whole.
When I sink people I don't always get credit.
Solution change sinking to always give credit to the last ship to attack the ship within a large, 10-20 minute window.
Problem: currently, if multiple crewmembers cut a tether at the same time, it is impossible to out-gun a crew of 3 or more.
Solution: Allow some cooldown on all tethers so they cannot be cut at the same time- unless fired by different ships, or stack everyone's balance time when multiple tethers are cut. I.e. if 4 people cut a tether within say 1-2 seconds, they all have a 16s balance time (not sure how hard that is to code).
The mariners suck
Force naval organizations to limit number of member cities to two.
Plundering is still not a viable mechanic in the face of sinking costs and upkeeps, and most people who can actually plunder already have pretty well trained swashies (Good luck plundering me and actually getting anything).
remove the stores/token mechanic or remove the losing them when the ship sinks to reduce costs or remove all costs from sinking. Or just give special rewards that you might find in a shipmate's cabin like ship trade rewards or some such.
These are just a few ideas. Welcome any more.