OK so I haven't had time to play with all of my currently slotted items and change them over to the new slots, but here's my thoughts:
~ Toughness is coming back - albeit as a named augment - but it is coming back - so you just keep your currently slotted toughness item until you get a new "Named" toughness augment crystal - no biggie there, just seems a bit grindy. Would like to see this in U17 instead of making us wait until U18
~ GFL (Yellow) is gone and has been replaced by +5/+10/+15/+20/+25/+30/+35 HP (Blue). The question is...will GFL come back as a named (Yellow) crystal and do the new HP (Blue) augments stack with GFL?
~ Would like to see healing amp augments as has been previously stated. Would like to see the same denominations as are currently available so they don't add the the already ridiculous healing amp possible with certain builds
~ Would like to see Blur, Dodge 1%/2%/3%, and several others that seem to be missing from the list. Perhaps they will also make appearances as "Named" augment crystals?
~I think the +114 SP slots are nice for melee/caster hybrids, but will likely not be used much by pure casters unless they need a specific splash they just can't seem to find in the +120 variety.
~Would like to see the +1dx Elemental damage per hit bumped a bit, perhaps as follows:
NoML: 1d2 (1-2)
ML 4: 1d4 (1-4)
ML 8: 1d6 (1-6)
ML 12: 2d4 (2-8)
ML 16: 2d6 (2-12)
ML 20: 3d6 (3-18)
ML 24: 4d6 (4-24)
This would make the additional damage much more EPIC without throwing too much balance out.
~ +10% Exceptional Fort as a ML 20 or ML 24 augment would be great.
There were a few others I forgot to write down, but these are the biggies. Overall, it looks like a good system - and as a player that isn't min/max and doesn't use guild augments (although I might be stockpiling them now) I think it is a great move toward players really being able to customize their gear and make more unique builds without the need to grind for specific gear.