Battlefield Insignia merchant
I conducted some research about the apostle fragment boxes. I've published my findings here: [Aion 7.6] New apostle fragment boxes
My feedback about them can be summarized as "not worth the effort". Both the investment and the reward seem strange to me.
Cut the investment in half and make the reward an ultimate contract, so the "long term goal" ultimate forms were supposed to be would finally become something you can actually work towards by playing the game. Then it would be worth the effort.
The 2 ultimate enchantment stone bundles per week, on the other hand, are a nice addition to the Battlefield Insignia merchant. 7.5 removed a lot of options we had to get them, this patch gives us an option that's arguably better than any other we've ever had to get ultimate PvP stones - that is, by playing PvP instances. This is my favorite change of this patch, as I'm working on my second PvP set and 7.5 made it incredibly hard to collect ultimate PvP stones.
Crafting
The new crafting recipes that let you craft odians and runes seem like a nice addition. Let's put it like this: Having them doesn't hurt, if I want to use them and benefit from them more than from using enchantment stones on gear, I can use them. A way to put excessive resources I no longer need for their primary purpose to good use is something I'll gladly welcome.
Class changes
From what I could feel, a few classes' burst damage was balanced, which is a welcome change for me. I'm not too fond of the "100-to-0 me or I 100-to-0 you" oneshot combo fest PvP against some classes has become due to the changes and additions of recent patches. It feels like Aethertechs were not involved in these changes, though, as I'm still regularly getting around 50k damage from their Idium Bombardment and Idium Ray (AoE!).
Auto hunting
Auto hunting feels like a double-edged sword to me. I like it, but I also dislike it, for various reasons.
One of them is cubes. I didn't complete them before the original Cubinerk instance that dropped bronze/silver/gold cubes was removed and didn't realize they would become close to unobtainable. Farming them from overworld mobs quickly turned into a slog, as it literally only consists of fewshotting mobs that pose absolutely no threat and are neither interesting nor challenging to fight. For this reason, I like that auto hunting removes the need for me to manually sit through hours of mob grinding just to complete my cubes. It was already a long term goal when it was introduced, so two years later, I'd expect full cubes (not counting instance cubes) to be the norm. I'm glad I'll be able to make some progress here without boring myself to death.
In a similar vein of thought, I appreciate that auto hunting somewhat alleviates the grind for experience. Since experience has essentially become the new main currency by now, keeping up with the weekly cost of buying things like Daevanion Essences and Ultimate PvP Enchantment Stones has been a bit of a rollercoaster ride for me lately. While these are definitely not something I'd want to miss out on - now that they've finally become obtainable through regular ingame means, which is also much appreciated - I'd rather enjoy the time I spend in the game, which I certainly don't when all I do is kill mobs in a few hits.
This is letting me enjoy Aion a bit more again, as I'm no longer carrying out menial mass mob murder marathons manually.
One issue I have with the auto hunt system is that, normally, when the game window isn't focused, the frame rate is noticeably reduced. This isn't the case when auto hunting is active. Naturally, it therefore requires more performance, leading to my PC heating up more than it would if auto hunting wasn't active. This wouldn't really concern me if my average ambient room temperature wasn't 27°C due to the current weather conditions, but this (combined with me doing other things on my PC while auto hunt is running, which I wouldn't if I was playing actively) tends to make things a bit... steamy and uncomfortable. It's not like it's frying my PC or anything... so while it certainly bothers me and feels unnecessary, it's a minor issue that can be somewhat alleviated by an air conditioner.
... we'll talk about the electricity bill in a year from now.
The main issue I see with auto hunting is that it feels more like a wet bandaid than a solution to anything. Maybe it's not supposed to be a solution to anything, but it feels like there should be other sources for what is provided by the auto hunt system... which currently amounts to experience currency and cubes, as well as that sprinkle of polishing powder from the scraps of wings bought with Titan Coins that drop once in a blue moon after the drop rate changes. I'd much prefer such rewards to be added to active and fun content. I wouldn't stand around either AFK or auto hunting all day if the game gave me some sort of incentive to actually do something...
Content and progression
... which brings me to the next point, which is content. While the three current endgame instances - Prometun HM, Makarna HM and Ara Infernalia NM - certainly sound interesting and potentially enjoyable in theory, they feel way out of reach to me. There are multiple entry barriers for these, most of which feel insurmountable. Anything besides Yarkhan/Barkhan currently feels out of the question for me.
One part of this is class requirements, where pretty much all of these require one, if not two, dedicated tanks such as Templars or Aethertechs (maybe Gladiators to a lesser extent) to complete. This means that I can't play these instances with my usual group of friends, as unfortunately none of them are playing any of the aforementioned classes. I remember this wasn't as much of an issue in earlier patches, where other classes could, to a certain extent, fill the tank role with a bit of support and maybe some gear changes.
Essentially having to tell one or two of my friends "you're not a tank, we will fail if we go with you instead of one, so get lost" has made me mostly stay away from these, as my main reason for playing this game is playing with my established friends. It's definitely partially a "me" issue as I could easily resolve it if I was willing to ditch my friends, but also partially a way in which the game's current design differs from prior patches, therefore I'm including this as it used to not be an issue for me.
Another part is the gear requirements. I understand that endgame instances should be challenged with (close to) endgame gear, but it's a bit of a bummer when I tell friends who just started that they'll first have to grind for half a year until I can afford taking them along to harder instances, as they would otherwise just drag everyone down.
On top of gear requirements, so many of the recent instances have timer mechanics that turn battles into (mostly) DPS races. Prometun's Workshop (Prigga, to a lesser extent Yarkhan/Barkhan), Stella Research Laboratory (Draug), Beninerk's Manor (SVR-07)... all of these either have "kill it fast or you get oneshot", "kill it fast or it does so much damage that you can't outheal it anymore" or even "kill it fast or you get kicked out of the instance and lose the entry". I know that such mechanics have been a part of Aion instances since the beginning, but it's rather demotivating to spend time and effort and merely be rewarded with a slap in the face and a "come back later" when, if these (what I would call) cheap progress wall mechanics weren't there, a group of not fully geared players would in some cases be able to actually clear harder instances, albeit taking way longer than geared groups. If they know the mechanics and play well, why punish them even more for having too low stats? They're already at a disadvantage.
Siege
The changes to the siege system have escalated a problem that already existed for a while. Anyone who's been playing sieges lately is surely familiar with the following mental image: A cloud of Daevas, sitting in front of two portals, accidentally spamming /say chat like they're having a stroke while hammering their mice and keyboards like they're trying to cause an earthquake more groundbreaking than the research that went into the hardware that is now rendering this mess for their viewing pleasure.
Now imagine this cloud, except it's already there ten minutes before the siege started, and a split-second after it starts, the gates stop letting people in.
The limit needs to go. Ranking is no longer decided by siege contribution, but by who has the most ideal method of increasing their chances to be one of the first 192 people to confirm a popup. If you get left behind after the gates close, you can either choose to continue hammering for the remaining duration of the siege to have a mere chance to still get in (and get low rank rewards because you couldn't contribute anything for a long time), or just give up and accept that you will drop in the ranking without being able to do anything about it.
If I don't get siege rewards because I got myself killed by rushing ahead or staying behind, that's fine.
If I don't get siege rewards because I couldn't even enter the siege zone due to some artificial limit, which, unlike at Pangaea sieges, doesn't even prioritize me due to already having a high rank, but some random rank 6 soldier I've never heard of did some damage to a single mob and then went AFK to block others from entering and getting more contribution than them and push them off the reward list gets "free" legendary PvP stones to morph into odians or runes for their main account with the new recipes... now that's ridiculous.
Balance
Lastly, with more and more people obtaining purely statistical advantages such as ultimate transformations and stats from collections, the imbalance in PvP instances continues shifting towards the upper end. It's demotivating to wait in queue for these only to realize that my group is at a massive statistical disadvantage because half of the enemy group has ultimate forms, half of our group lacks improved stigmas/Daevanion skills/odians/runes/minions... a few of these are not exactly game breaking on their own, but when all of them are combined, the "gear" gap is no longer referring to just armor, weapons, feathers and accessories, but all of these other mechanics as well. Metaphorically speaking, a 5% damage buff doesn't make much of a difference, but 10 different 5% damage buffs that stack clearly do.
It's nearly impossible for any new player to catch up to endgame players at this rate because there are too many mechanics that are either entirely locked behind RNG or offered massive advantages to players who were playing actively during certain events. I can't recommend starting to play Aion to my friends with a clean conscience as I already know they'll be demotivated and quit once they see the massive grind they'd have to go through to be able to start - not even succeed - playing the game at endgame levels, so why bother? Saves their and my time in the long run.
Conclusion
I haven't been playing much lately as all the content I enjoy is slowly but surely being walled off by statistical requirements that either prevent me from completing PvE instances, mostly lead to PvP where my group either wipes the enemy group without issues or vice versa, or prevent me from playing with friends as they would drag everyone else down. It's rare to find PvP, whether it's in open world or in instances, where neither side has an obvious advantage over the other merely based on stats.