Thanks for all the excellent feedback in the "housekeeping" and previous Issue/Request list threads.
I've made additions and reprioritizations accordingly. Please take a look at this updated list, and let me know what you think.
1. Many more creatures should spawn babies than currently are. Every creature under CL 70 should have at least a chance of spawning a baby
2. Profession no longer has a niche in which it is particularly valuable. Melee players provide better tanking and damage-dealing, while Bio-Engineers sell better pets. CH needs to be more valuable in both PvE and PvP
3. More pet storage. Either an increase to the number of pets that can be kept in the datapad, or the ability to drop stored pets off either in a regular house or a specialized 'stable' structure
4. Pets 'poof' back into datapad occasionally. Seems more common in crowded regions, in battle, or right after dismounting a mount
5. Some pets run away when they come under attack in battle (more common with some body types than others). May be related to creatures having different ‘ideal attack ranges’ that they constantly try to move to
6. The special attacks "Poison," "Disease," and "Knockdown" do not work with the specialattack1 and specialattack2 training commands. The useranged training command switches pets to Ranged Attack mode, but cannot switch them back to melee
7. Fix the Publish 9 functionality that would remove pet vitality loss from factional deaths, to be consistent with normal item decay rules
8. Mounts need to be valuable when compared to vehicles. Current mount advantages are not enough. Suggestions include improved mounted combat, improved mount speed/gallop, improved mount selection. "Flying" (hovering – not true atmospheric flight) mounts
9. Mounted pets that have been ordered to attack a target more than 65 meters away will "stall" and refuse to move toward it
10. Ongoing pathing problems (pets start moving very slowly or stop following altogether)
11. No perceived advantage to using one’s Taming skills instead of just buying Bio-Engineered pets. Money is easy enough to acquire that "worse but free" does not feel very rewarding to Tamers
12. Fix the Publish 10 functionality that would allow pets to be callable from the toolbar
13. The /tellpet command sometimes will not work for players. This generally happens in isolated episodes for players, both preceeded and followed by tellpet working perfectly with the exact same pets and commands
14. Pet-calling delay of any length is not needed outside of combat, as specific examples of 'exploit' behavior haven't been produced. Particularly given the fact that creatures are the only "weapon" that cannot be "equipped" while already in combat
15. Ability to sell tame CH pets on vendor/bazaar
16. Some pets stand right on top of their owner unless the formation commands are used
17. Pets sometimes cannot be healed with stims/pet stims when incapped, and the new "Incapacitation Recovery" ability does not always seem to work in these cases
18. Rancor does not seem as powerful as has been established by Star Wars continuity. Even the weakest rancor should be a high end predator that is feared by players
19. Pets need more variety in desired properties besides just Light Armor and Kinetic Resist. Varied damage types, armor piercing, and creature-unique "droid module" type functionality
20. Multiple wild pets are not nearly as effective as one big one (reverse seems to be the case for BE pets). Perhaps implement something similar to the Ultima Online "pack instincts" system
21. Mount wearables/armor such as we have seen concept art for in online developer interviews
22. Make wild creature stats better reflect baby rarity (very rare creatures should have power commensurate with their rarity)
23. Creature Handler "Epic Quest" (similar to RIS armor) with a valuable reward (i.e. unique pet, one-time use "tame adult" ability, etc)
24. Ability to carry items on mounts (using them as 'pack animals' as seen in the films)
25. Prevent pets from losing their buffs when stored/auto-stored
26. More variety in creatures/pets in the wild. Different colors, slightly different capabilities, etc within a species
27. Allow CH XP to be exchanged for Force Sensitive Combat and/or Reflex XP (particulary since Force Sensitive Survival is a Reflex branch)
28. Prevent pets from "stealing" the faction point reward from their master for participating in a faction kill
29. More meaningful error messages when a pet trade fails (currently says "Too many pets" even if that’s not the actual reason the trade failed)
30. Remove the "pet trade in" program from NPC Creature Handler Trainers. This has outlived the reason for which it was created, and now only serves to create confusion
31. XP rewards for successfully taming/training do not scale appropriately with creature difficulty (more XP should be awarded for taming/training more powerful creatures)
32. Implement an easy way to see your active pets’ HAM without having to group with them (large groups of players tend not to allow much room for grouped pets)
33. CH-specific missions and content (i.e. 'Taming' missions) available from terminals and/or NPCs
34. More new pet commands/tricks
35. Take away the (baby) part of a pet’s name when it reaches full growth (or allow pets to display "titles" showing their species)
36. Ability to train pets through the commandline (i.e. /train followme Follow)