As far as feet drop rate from new abyssea areas is concerned, are you making sure to max out amber lights? Our last run we certainly did, because every single gold chest was gigantic, they dropped roughly 1/3 of the time, and although the drop rate of feet in there was still rare, we got 3 blu, 4 sam, 2 pup, and 1 drg feet in about 5 hours. Almost all of them came from when we maxed amber light, which was about 3 hours in.
As far as things that really need fixing, which I hope the new director sees and changes, the pup community, every single one of us, still wishes that the AI of automatons would be addressed. Our white mage automaton, soulsoother, will cast a spell such as poisona, paralyna, etc over healing spells such as cure VI if a status ailment can be removed by it, no matter what combination of maneuvers, or how low in health the master or itself are. We would prefer that the automaton prioritize healing magic over status healing magic, ALWAYS. Also, make it so that the cure priority is person tanking if in party > person with lowest health, as opposed to master/itself > tank > person with lowest health. It is a problem as it currently is. It's like having a white mage that is unable to cure unless itself and it's buddy are at high HP at all times, and oh, its a 18 second recast. The tank should always take priority over all else, and this change would not affect soloing pups either.
Our black mage automaton, Spiritreaver, is also in need of fixing. if it falls below 75% hp or MP, and the monster can be aspired, it will always drain or aspir over anything else, no matter what combination of maneuvers you use. Honestly, most of us pups would prefer drain not to be there at all, and pretty much all of us despise aspir with a passion. (I know that sounds strange, but we have a vast amount of other options to get our automaton's MP back. we do not have the same choice over the global recast timer) It would be nice to change it so that a dark maneuver is required to cast these spells, or remove them entirely from the spell list.
Another minor issue is Stormwaker, who hasn't gotten any new spells since 75. It would be nice if it eventually got cure V and tier IV nukes, to keep up with the other two. Automatons also often wait past 100% tp to weaponskill, which is annoying. Then there's flashbulb and strobe, which the automaton will use if it's too far away to have an effect. Seriously, normal people's job abilities don't dissapear if you use it too far away to have effect, instead you just don't use it. Change these two things so the automaton only uses them once it's in range to have an effect, please! Speaking of which, I hope you will give our automatons more weaponskills! Valoredge in particular needs a very strong weaponskill, as it is currently terrible for spike damage. (seriously, our best weaponskill is cannibal blade, and it doesn't even break 400 damage. A teir II version of this, doing 1k+ would be nice, especially if it healed the automaton like CB)
The last issues I can think of for pup are the automaton's paper thin defense, which needs a huge boost. Seriously, it needs to be tripled. That's how low it is. More attachments, pet boosting gear, and master/pet combo gear like what you've been releasing is all wonderful too, but these AI issues and adjustments to automaton defense are the biggest remaining issue left to pup that needs fixing. I hope that with a new director, these issues can finally be addressed!
Oh, and to whoever thought up Deus Ex Automata and repair change. . . THANK YOU VERY MUCH! ^___^