Hello.
This is little pack of ideas and suggestion that in My opinion should increase fun from DDO.

1. Love for shields.
* Little change in Combat Expertise Feat.
When you use shields, bonus from Combat expertise increase.
Light shields multiple bonus by 1,5 round down. (Penalty -5 to attack for +7 to AC)
Heavy shields multiple bonus by 1,5 round up. (Penalty -5 to attack for +8 to AC)
Tower shield multiple bonus by 2. (Penalty -5 to attack for +10 to AC)
Why?
To increase tank ability guys witch shield. Now the best build is TWH, shield in practice are for spell-casters like cleric or wizard. (Yes my Drow Wizard walk witch shield. More precisely Heavy Mithril shield, but only because my Light mithril shield have to low enhancement. And Now I don't have spell failure. )

* Big change in fight when blocking witch shield.
When you don't active block you have small percent chance to hit second time witch you shield. Just like in TWH, but this percent is significant smaller. For me 5% will be good.
Even when player actively blocking he don't use his shield to hit enemies. He use his weapon, but in active blocking there is no chance to have second hit witch shield.
Also when hitting in active block player lose AC bonus, just like now, and suffer -2 to hit penalty.

New Feats:
Shield bash
- Increase shield bash percent by 10% total 15% (When don't active blocking)
- lower hit penalty to 0
(You still lose AC bonus from blocking)

Improve shield bashing
- Increase shield bash chance by 20% total 45% (45% only when don't active block is use, 20% is even when active block is use.)
- You don’t lose a AC bonus.

2. New patrons.
House Tharashk
In game purpose: Provide players witch Monsters hireling. Kobolds shaman, Troll, Minotaur. All nasty creature that kill players some many times, are now add there command.
That hirelings don’t have to stick to normal rules of class. For example Kobold shaman can have cure light wounds and lighting bolt. They are to provide something other than hirelings from house Deneith (Humans, dwarf etcetera)
I know that building new enclave can be too much, and also there is problem of place. To solve this problem I suggest to give this House a big ship in harbour. It show that they are new ones. In Ship/enclave are only most important members, the rest is scatter across the stormreach.

House Vadalis
In game purpose: Provide players witch animal companions, pets and familiars.
Animal companion and Familiars: Animal creature that follow you (Like Iron defender). They fight for you, help you, and sometimes die for you. House Vadalis sell, train and take care of them.
Pets: Eberron chihuahua. Cosmetic pets, just for good look.
I Think that this can be very interesting. Especial if you consider to make this DDO version of old good Tamagochi. Grafting you own animal, feed him, training him. And than realising his might on your enemies. Everybody can use it. Just pay in gold some fee.
Enclave for this House is harder problem. They need large place (Similar to Jorasco enclave) for they live stock. So maybe something outside the walls of stormreach?

Kalashatar
In game purpose: Introduction of psionic in the world. Provide witch psionic items, shards, crowns etcetera.
I like psionic, and want to see more in Eberron. Especial since is important part of the world. They don't need a Enclave(It will be almost immediately be attack by Inspired) rather like Free agents scatter them in all tavern of Stormreach.

3. New classes
Warlock from complete arcane.
Unleashing power of hell on your enemies. I think that class is awesome. Also have great fluf.

Soulknife from expanded psionic Handbook.
Great melee class, little similar to monk.

4. New race:
Kobolds - In “Races of the Dragons” is written that Kobolds are spawn from blood of first dragons. The Irvhir kobolds (Draconic for “Ones below”) are descend from Khyber. And that kind of kobolds we players kill on regular base. On the another hand, Iredar kobolds (Draconic for “ones of earth”) trace their ancestry to Eberron, and that kind of kobolds we player can control. I suggest to give player not ordinary kobold but Dragonwrought subtype. Witch enhancement like Wings (Permanent Feather fall) claws (More unarmed damage) Scales (Natural armour or DR) Dragon breathe (similar to Burning Hands or Acid Spray but longer cool-down.)

5. Boost Melee characters.
I thinking how to increase power of melee characters and have three ideas.

First:
- Classes: Fighter, Barbarian, Paladin, Monk, Rogue and Ranger have new Enhancement “Longer Boost”

It increase duration of every boost (Fighter haste boost, Barbarian Damage Boost, Human Versatility) by 5 second per level in that Enhancement.

Longer boost (I-IV)
Cost AP 1 on 1 lvl, 2 on 2 lvl... 4 on 4 lvl.
All levels give 5 second extra to boost time.

Second
- Using a boost is quicker, or even don’t action at all. For now characters using boost have to stop hitting enemies, use boost, and start hitting enemies. Reduce time to use boost. It isn’t spell, in my opinion this is rather change of tactic.

Third:
- Classes: Fighter, Barbarian, Paladin, Monk, Rogue and Ranger have new Enhancement “Regeneration”

For Example:
Regeneration I
AP cost: 4
Restore 1 hp per second
Time 20 second.

Regeneration II
AP Cost: 6
Requires: Regeneration I and 10 level
Restore 2 HP per second
Time 20 second
Total 40 HP per boost Total 200 HP(All 5 boost use)

Regeneration III
AP cost: 8
Requires: Regeneration I and 20 level
Restore 3 HP per second
Time 20 second
Total 60 HP per boost Total 300 HP(All 5 boost use)

If you increase time This will be more useful, and give melee characters power in solo, and also lower the Healer overwork.

Assuming that you use all my ideas. 20 lvl Fighter will have regeneration 3 per second for total of 280 seconds(7 boost multiple by 40 second). That give 840 HP restore, or 120 HP per boost. Please remember that this is the most powerful option, for 20 lvl characters and it isn’t free. Cost of total 34 AP (18 for regeneration, 10 for all Longer boost upgrades and 6 for extra boost) is large in my opinion, almost halve of the all Action Points.

Any of that bonuses will help melee characters and archers.

7. Fight when swimming.
Swim skill is really useless. In very first quest all players get http://ddowiki.com/page/Ring_of_Waterbreathing . I know that I don’t see much of dungeons yet, but does anybody know any place where you gave be underwater for longer than that 90 seconds?

My idea is to allow fighting underwater and connect Attack bonus, for Melle characters witch swimming. Also if Caster want to cast spell in or under water have to past a Swimm check.

8. Allow to set AI for Hireling.
I remember in Newerwinter there was possibility to talk witch you hirelings and tru that adjust there AI. In DDO there is rather no chances to talk witch Hirelings and simple order than what to do. Focus on healing me in first place, Don't go to far from me, etcetera. But why not create NPC that stay in Tavern and tru talk witch him sett AI of Hireling in whey that players want. This, in my opinion, is only way to satisfies most of players in terms of Hirelings AI.

9. Teleportation Spell
Two minor changes in that spell.
First change destiny from Kundarak Bank to the Guild vendors. Both are in the same enclave, but guild vendors are more useful.
Second change destiny from kundarak crafting hall to the Cannith crafting hall.
Those changes allow players to move between all free to play areas. Teleport to useful location, and will help witch my next idea.

10. New DDO Store Item “Roque Rock”
Idea in principle: Item that teleport players but not require UMD check.
Why? Because it take much amount of time to move between Dungeons. If you are in Harbour and next quest will be in House Jorasco Enclave. Just use Rogue Rock and teleport. Easy and quick to use.
Cost? Cheap. This Item only speed up movement outside the dungeons. In dungeon don’t provide any bonuses. So it have to be cheap.
Also it will be good to give that Rock ass reward in some dungeons. For example as reward for Misery peak. One rock = one teleport.

11. Upgrades to Eternal wands
I love using wands. Especial eternal wand. Constantly blocking witch shield and spread acid on my enemies. But most of the eternal wands are not upgradeable. Can you pleas change this? Eternal Wand of Nimbus of Light prove that you can do this. Maybe using ingredients from cannith challenges? Something that isn’t seasonable, but normal part of game. Now eternal wands are cool thinks but they power is diminish witch leveling.

12. TWF
And by TWF I mean Two Wand Fight. Firing simultaneously from two wands, like eberron version of cowboy. Also Eberron have a prestige class dedicated to use wands including two wands simultaneously. It is in Sharn handbook. Why? For rule of cool.

13. Give us free quest that give 24 in house Cannith.
If you do that, the possibility of acquiring Artificer class for f2p players, but they have to get 5 stars in all cannith challenges. So it will be very good carrot for players to buy Vaults of the Artificers..

14. Sugestion for 400 favour rewards from house Cannith and Kundarak.
- 400 Reward from House Cannith is Warforge
- 400 Reward from House Kundarak is Shared bank account.

15. In adventures window the adventures that player don’t have access are marked by name of adventures pack that owns that dungeon.
Clicking on coin will open DDO store on the page to buy adventures pack. The name of quest instead of difficulty level and favour number but turbine coin also will be good mark. Clicking on mark open DDO store on page where player can buy that adventures pack.

16. Bank
When I open bank window the equipment window not open simultaneously. I have to open it manually. Pleas fix it.

17. Quest window.
When I enter dungeon window witch tasks is transparent. But when I complete all task it shows fully. That is irritating. Especial In mission where I have do other things after completing tasks. Np. Looting. Can you make that window transparent constantly?

18. Liquidate snow site of korthos.
I don’t know why even snow site existing. In my view it looks worse than sunny site. Also it separate new players from old ones. That reduce chance for grouping. New players don’t even know that they can, without penalties, leave and return to korthos.

19. Korthos Hirelings.
Put second level hirelings in korthos. Levelling up to second level is matter of doing twice collaborator quest on normal. Players that know what to do get second level in korthos village go to Harbour and have better hirelings. New player have to struggle witch first level hirelings. That's bad planning.

20. Four level Hireling in Harbour.
Same situation like in korthos hirelings. In harbour you quick go to 4 level, so why the four level hireling are in market? Put them in Harbor. It decrease boring walking around.

21, Love for guild
- Tell button in window guild. So I can easy speak privately to players from my guild
- Send Email button in window guild. So I can easy send email to players from my guild
- VIP players are market. So I know what players ask for opening dungeon on elite.

22. Exploding barrels destroy chaste and barrels near them.
This is only that someday you create dungeon witch 100 exploding barrels close to each other and player detonate one of them. I like explosion. They are cool, so seeing 100 explosion in lest than 10 second it will be cool 1000 times more.

23. Poisons
They are poison in game so why players cannot use them? Simple go to poison vendor buy bottle of spider poison and start the timer. After X minutes poison will become neutralize so players have to use another bottle, in the meantime every attack spreads poison. They can be many types of poison. And also Rogue can get some poison related enhancements.
http://www.dandwiki.com/wiki/SRD:Poisons