While I agree with most these points, these are my (rather more than) 2 cents as a japan naval player:
-The BR cap is honestly, kinda stupid in my opinion. They could easily establish a system where plane spawns are limited to 7.0 and below planes, or something similar. If a plane-spawn limiter system is included, it would go a long way for allowing BRs to be decompressed, since right now we have everything from ww1 destroyers at 3.3 to late ww1-interwar super dreadnoughts in a whopping 3.7 BR spread which is nuts. This results in the ability for 4.0 early destroyers to fight 5.0 rapid fire gun destroyers and early light cruisers, which is not really a proper fight, and those can then fight 6.0 mid-ww2 light/heavy cruisers which will absolutely stomp em, and the same goes for 6.0 cruisers to 7.0 battleships. Decompressing things so that cruisers will fight mostly cruisers, destroyers will fight mostly destroyers, and so on would allow for less one-sided stomping in terms of vehicle matchups, although this is definetely a “non-realistic” way to do it (non-realistic meaning not very loyal to real life) since WT doesn’t have the super arcade style of WoWs that lets em fiddle with stats to have all ships viable at all tiers.
-On a similar topic, in my opinion bluewater and coastal should probably be completely split, allowing for bluewater to start at 1.0 reserve and coastal to spread out more and add more variants of smaller ships, however this would probably require more players in general.
-Aiming is kind of jank and hard to use at first yes, but once you get used to it it works pretty well imo. Even at close range I’ve had no issues controlling where my shells go at sub-1km brawls between battleships (given, at that distance its more just “SHOOT THEM ANYWHERE” and no real “aiming”)
-RP gains are incredibly slow, yes. However, I don’t think the RP gains in coastal and bluewater are too differnt, well at least in terms of modifiers. The difference in actual earnings lays, as far as I can tell, in the difference in battle time. Bluewater tends to go the full 25 mins or longer if allowed, while coastal (in my experience) tends to be done in 10-15 minutes, resulting in a big difference in battle time rewards. That being said, coastal is still painfully slow.
-Ticket bleed is still too fast, but it feels like its slowed down recently. At least I don’t have any more games where it ends in 10 mins because some PT capped one point. Usually takes 15 or 20 mins for that to happen.
-Controversial opinion maybe, but I think bots are probably lowest priority right now. For me at least, bots are easy kills and they make me able to progress far faster. Usually they’re in light cruisers, which are killable to other CLs as well. Yeeting all the bots will just result in fewer battles and more time spent waiting, and I’d rather play the game and murder bots for moneys.
-The spawning situation sucks, but honestly I don’t really see much of a remedy for it that wouldn’t raise tons of other or similar issues (example being spawn behind a giant mountain, but then you’ll just get popped as soon as you go around said mountain). All things considered, given the game environment I do think its not that high priority. That being said, moving battleship spawns farther out to 20km or 30km between them and then spawning ships more spread out would at least result in less spawn-torpedoing and sniping, but it’d drastically slow down the games and by extension earnings. There is a balance to take between realism and gameplay. Adding EC as a permanent game mode would go miles to remedy this, though.