Mega Man ZX (DS) Improvement:-Make the very straightforward areas (amusement park, area L) a bit more fleshed out
-Save points and teleporters also refill energy/ammo
-Teleporter rooms replace the save rooms in areas J and H
-Can choose to restart at the last teleporter or save room after dying (either that or the lives are removed)
-Removed off screen enemy respawning since it's annoying when backtracking or sidetracking and can lead to cheap hits when jumping down. Mini-bosses also don't respawn anymore
-Mini-bosses drop some health
-Rebalanced energy-based attacks and overdrive so you can't kill a boss with a single attack or combo. On the other hand the bar drains slightly slower and isn't canceled from taking a hit besides from certain heavier boss attacks
-Faster crawling in human form and an option to turn off the mechanic where NPCs don't want to talk/get helped if you have a suit on (or they'll recognize you after seeing you in human form though that's harder to implement)
-Leviathan/model lx's spin attack and harpuia/model hx's ranged attack are made stronger and the latter's melee combo is faster
-Ice platforms don't disappear as quickly and the leviathan level 2 charge attack (dragon) is faster
-Cheaper repairs for damaged suits from bosses plus you can buy HP and weapon energy with money
-Enemy drops don't disappear as fast and don't disappear if they fall far enough below the screen
-Added rewards to the various detours with an added challenge that only lead to database entry items and make some of the easier life ups a bit harder to get to. Risking your life for a disk clearly isn't worth it
-Stronger and/or further reaching level 2 charge shot for model fx/fefnir
-Added reward for getting all disks - Could perhaps be an alternate weapon from previous games for the ZX suit. Or it could add an auto-charger for the sub weapon and let you dash while charging both weapons so it's more like the X suit. Or an overdrive feature?
Control/interface issues:
-Aborting a mission shouldn't put you back where you accepted the current one+you should be able to take on more than one mission at a time for more dynamic exploration and general gameplay
-Can't dash if charging your sub weapon (the weapon mapped to R) - have to actually let go of that button or you just attack with the sub weapon when pressing dash
-Confusing and uninformative map system (doesn't show area layouts - only if an area contains a teleporter or save room but not where they are, doesn't show where entrances to mission areas are - only roughly how areas connect, can't mark points of interest such as ability gated parts - see Ore ga Omae o Mamoru for example, can't see if an indoors room connects to a different area from outside of it, can't see which locked doors you've moved through on the map nor locked doors themselves, for some reason the corridor rooms connecting one sub area to another (B1-B2 for example) aren't marked in-game like the other transitional rooms are, the second screen could've been used for a general map screen for ZX, oddly some of the areas also aren't placed logically on the map - for example area E is to the left of area C on the map while it's to the right in-game (the maps using only letters and not area names also makes it harder to remember the areas), sometimes the progression order between sub areas in an area is jumbled up in terms of their numbering - for example you'll visit sub area 4 in the lab before sub area 3)
-Can't look down/up - a few leaps of faith
-Automatic hover jump when jumping down through platforms or off ladders as harpuia
-Can't keep dash jumping by holding down the button (like in MMX4) - holding it down actually stops you from firing your sub weapon here and triggers another dash
-Can't shoot with both fefnir cannons at the same time
-The mission select menu doesn't wrap around
-Bestiary doesn't show boss weak points or elemental weaknesses
Trial & error issues:
-Shots from off screen
-Mission briefings don't tell you about rewards (key cards, crystal amount)
-Some moves aren't explained as you gain them
-The mission briefings don't show you where an area you haven't been to yet is located
-The analysis tool doesn't show a boss's elemental weakness
-Getting the absorber chip (reduced knockback) and quick charge chip - have to talk to Leonardo near the fountain 4 times and Fleuve at HQ 3 times respectively
Other tedious aspects:
-Not enough teleporters sometimes leads to backtracking to get to a mission area when taking on a mission - there should've been one right before or near each mission area
-Generally no new enemies are encountered when backtracking and sometimes there are no new paths to take with gained suits either
-Some empty rooms (pointless detour for nothing in area F (underwater part)
-Some one-way paths which seem pointless (Area I mid for example)
-No teleporter at the end of areas J and H, plenty of backtracking during the optional nurse side quest for a sub tank, can't buy anything other than suit upgrades such as tanks or HP and ammo refills)
-Constant beeping sfx until you hand in a mission report