>>- Invasions: Relic and Gem system.
Removal of blockings. Invasions have to happen often, but their final objectives must not be abused. Create conditions for the aperture of the portal per day with gameplay variables and add new objectives that give the chance to the different player groups that perform the invasion to enjoy them more.<<
Gameplay should be rewarding, regardless of whether one is on the defending or attacking side; don't you agree? The noble quest reward (the quest itself is good) is part of a positive feedback loop that disproportionally rewards strong realms in most aspects of the game.
It's not just that weaker realms get to do it less often, it also creates strategical problems for them - since players (in these realms) rarely get to finish this quest they're likely to rush to noble as soon as the gate goes down. Stragglers will either camp the noble until it respawns or get fended off at the by now recapped gate. Gem acquisition is not likely under these conditions.
>>- Balance: Turn it again into a continuous task.
Perform changes to spells and combat more often when they are considered urgent because of giving a notorious advantage and become an annoying problem. General changes will be done in an update altogether.<<
Balance dynamics change with population. Maybe using two builds, one for Ra, one for smaller servers would be the best way to address this issue.
Hopefully this won't end in another round of mage nerfs. You do not seem to like classes with higher skill caps, for some reason. Maybe it's a general trend in MMOs.
I'd also really like to see improvements to largely unused spells. There are like two builds per class - mostly just slight variations of the same build. Adding 'new' spells to counter overpowered current ones instead of changing them directly would be more difficult but also more interesting.
>>- Progression: Revision of the leveling process in all its aspects.
Make it easier to reach a useful level for RvR, checking all the
quests and gameplay related to leveling up. Check the progression in all levels in order to detect monotony and change the objectives if necessary. Perform modifications in the creatures of all the world for them to be useful and convenient in their locations and experience reward.<<
... they suck badly and can't be fixed. Not in a realistic timeframe, especially not without sacrificing other parts of the roadmap, not with your current capabilities.
Quest content in RO is tedious, unrewarding, laughably outdated crap. Getting this mess to a remotely competitive level would be akin to making a new game; the alternative is a half-assed fix, like increasing EXP gains during these levels (by an ineffective amount I bet, since you're afraid of losing scroll sales) and hoping players will somehow not quit before making it to RvR.
Letting players start the game at lvl 45, while also raising the baseline lvl of all mobs to 45, would be a good solution. If you think this too drastic, read some reviews on steam or watch "let's play regnum" on youtube. New players laugh their asses off about early game content, then they leave, deinstall and never look back.