Hey again all! Still lurking around forums because I loved my time on this server for so long
I just wanted to drop a few suggestions on the dev team! I think there are some good ideas buried in here

Note: I haven't played since last year so some of these suggestions may no longer apply... Bolded the meat of most suggestions and colored my favorites for the TL/DR crowd.
1) I remember Vaion scribbling out some code to try and implement the 85/15 rule that's present in live for raid flags. I propose a step further! Allow guild alliances! Every now and then we all need a helping hand. A little boost to get past that final raid mob in the tier.
Place in THF a vendor that sells a Token of Alliance for x amount of plat. The leader of both guilds must purchase said token and hand them back in to the vendor. Then, for the following week, both guilds will share the same raid instances. This is especially for those people who seem to just box their own guild (which from what I recall was well over half the population) but are stuck at certain points and need a hand getting through a choke point.
2)
Drastically reduce the casting time on the lower tier gather mana items. Or at least retune the items to be class based. Asking a wizard to stop DPS for 15 seconds is one thing, asking a cleric to stop healing for 15 seconds during a raid fight is another. This can also be used for class balance. Say, give druids/shamen a mana gather that takes 5 seconds to cast, clerics a 7 second, wizards 10, etc. This can be paired with a slight increase in recast time.
3)
Please adjust the way lifetap aggro works 
At the moment I left, the heal portion from actual lifetap spells generated *zero* aggro. But the other "dd+heal" procs generated enormous aggro. This left my shadowknight to *constantly* having to spam aggro spells to try and hold aggro from basic melee classes who were gaining aggro just from heal procs. Tuning lifetaps so that the heal portion of the tap also generates aggro would fix this. SK's get a good deal of AAs to improve lifetap spells/procs, but mine always had to remove said procs from my weapon to replace with crappier "dd+heal" procs just to try and manage aggro, and I think I would only cast 1-2 lifetaps a week while tanking for this very reason. The casting time of a lifetap meant I'd get 1-2 less heal procs which even further reduced my aggro which meant they weren't worth it (and I have donor weapon+donor tank aug, with all these aggro issues.)
4)
Increase the AC/HP/Mana on T5+ augs by 50%. Most of these augs are quested off trash NPCs so they won't be too difficult to farm, and it allows a sense of progression similar to how ToV used to be (farm trash/lower dragons in tier for a while before attempting harder bosses).
Note: this would likely mean tuning some raid encounters back to near their original difficulty. Also, 90% of the augs that drop in pofear are also pretty useless as their stats are terribly small. Scaling them to be similar to VP augs would be great.
5) Add effects similar to the donor BP's to "the" BP of each zone t5+, but obviously make them less powerful. +aggro mod/mitigation for tanks, +triple/quad special attack chance for rogue/monk/zerk, etc. Tune them way down so that the donor BP is still far better than t9 and scale each tier appropriately. The mere chance of these kinds of attacks would be a sign of progress. I know the donor effects are supposed to be unique, but they are absurdly powerful, so any addition to regular raid BPs would have to not stack with the donors or else they become even more absurdly powerful.
6) I was going to suggest a way to increase monk DPS via the death strikes and scaling it with skill level, but I think a more innovative tactic could be to turn them into the light tanks that they are on live.
Add in a new avoidance AA similar to Staff block (or a HP return off melee, say 5-10%?) and give them a new AA/disc line designed to incite aggro. They obviously wouldn't be tanking raid targets, but they'd be able to comfortably tank all group zones and perhaps raid trash.
7) Increase mana regen on wizard self buffs/familiars/whathaveyou and add in
new self buffs (or activated AAs) similar to Silent Casting that will increase the frequency of their ability to unload damage. Wizard aggro was obscene when I left, adding in more Silent Casting abilities will add some nice complexity to their play style.
8)
Separate the T8 beast pets into 3 ranks, similar to mage/necro. Beastlords avoided the t8 pet nerf entirely due to this, so the premise behind the nerf is completely moot if beasts don't get the same treatment. Also, add in short duration ferocity type group buffs that stack and add % melee damage with a moderate cooldown (say, 1 minute duration with 5 minute CD).
9)
Druids. Making their pets useful would be awesome. Keep their atk pitifully low (as they currently are), but add a proc to their melee that buffs the group for a small time (say 15s?) The proc could do anything, like boost DPS, boost melee mitigation, boost spell shield, mana regen, a large group heal, or all of the above by giving them a choice in what it procs. Similar to how mages/necros choose their pet, add in choices for the druid. Cast #1: beetle that procs melee mitigation on group, #2: panther that procs hundred hands haste (an often overlook form of haste that stacks on top of normal+overhaste), #3: treant that procs a mana heal, #4: bear that procs a large rune, etc etc. EDIT: Another idea would be to give them a low HP familiar. If the familiar lives for say, 15 seconds then it will cast one of these buffs/heals on the group and then it dies, allowing the druid to cast another familiar and wait for it to tic off. Gives druids some complexity in keeping it alive during encounters with large AEs.
10) Shaman. Can do the same with their pets as with druids. Or flip the script,
make a variety of pets proc debuffs on target. Malo/cripple/small slow/dot/increase fire-cold-magic damage by 5%, or perhaps just a medium nuke so that shamans can add in some mild DPS while spamming their mild heals.
11) Give enchanters more DPS throughout the tiers. At the moment they just debuff the target and basically AFK for the remainder of the fight (outside a very select few fights where mez is 100% needed). If uncomfortable with giving any more DPS to what is probably the highest DPS class (when factoring in all the damage that that one debuff nets a raid), retune the debuff. Change their cripple so that it only lasts 60 seconds and give it a 140 second recast. Coupling this with an increase in either DOT/pet/nuke damage make the enchanter a much more active class while also requiring raids to bring more than 1 enchanter along. You can also change one of the donor foci to reduce the recast on the debuffs.12)
Rangers. Their DPS is kinda low, so adding some utility to the class would be great. I'm proposing a new self-buff that adds an AoE that procs around the target when it's struck by the bower. Obviously there are limited buff slots, so making it an insta-effect would be ideal. Like "Soothing Arrows", an AoE heal or mana heal, or (if the code is implemented on emu) a large targets target heal. It would also be awesome if you could remove the min-range for bow attacks so that they could bow from melee range. This doesn't have to be a buff either, perhaps it can be applied as a proc to the arrow that is already scaled to each tier (sleeper, fear, etc.) Can get even more creative and remove these existing arrows from the loot tables and replace them with a tradeskill drop, making you fletch raided materials into the scaled proc/damage arrow where the materials added to the combine determine what it procs! (I love tradeskills!
)13) Necromancers. Somewhat similar to ranger, tweak a
couple new dots so that each tic fires off an AoE around the target that has an instant effect (either heal, mana regen, etc). Again, buff slots are always a precious commodity so adding in new things to take slots would be kinda silly.
14) Mages. Adding new swarm pets to their repertoire would be nice. They don't necessarily have to do much DPS, make
each pet last just 10s or so and when they die/depop have them heal the target's target (if implemented) or fire off another one of those aoe's listed in previous suggestions.
15) Paladins. Add a self-buff that's sorta similar to slay undead. Sort of
a reverse-bane, if you will, that improves their mitigation by a set percent against undead/vampires or other types of evil critters. To help balance this, the buff can also add in a damage reduction. Say an extra 8% mitigation vs vamps, but a 25% dps outgoing reduction to vamps.
16) Berserkers. I'm not versed in the class, but a special frenzy type disc that boosts DPS while siphoning your own HP would be awesome. Increases your damage by say 15% but it will tic off 20% of your HP while active. Truly turns them into a reckless carnage machine.
All in all, have fun you Foresters!

Edit: on a final note, I may not be remembering this correctly, but endurance doesn't really play a huge role in a lot of classes. Tinkering with discs to increase their end consumption while adding group endurance heals to certain classes may add another dynamic in balance between casters-melee!
Wizards/mages/etc can run OOM pretty quickly when burning, monks/rogs/zerks/etc should be equally consumptive! (perhaps add end regen to enc/sham buffs) Of course, I may be completely wrong on my remembering that

I just don't ever think I watched my endurance bar on any of my toons.
Edit edit (I swear this is my final edit!

): A supremely difficult ldon-type mission designed for 1 group would be amazing

T9 difficulty (though scaled for 1 group), huge cooldown on request timer (say 1 week, no matter if success or fail), and have the loot drops be very close to VT quality except attuneable. Makes these drops rare and highly sought after, you'd have several people from a guild just playing 1-2 characters to maximize efficiency, and stimulates the economy for them to be traded!

You'd have to have the lockout timer applied guild-wide though, else there would be a lot of mixing/matching going on to get several runs done in a week.