Some of my suggestions from the Town Hall (mostly given to devs between events and after the main event):
1. Get the Bowcrafter/Fletcher involved in ship weaponry (currently about the only crafter not with some ship role), by allowing Ballista as weapon mounts. Ballista are also known by some as "Big Freaking Crossbows" and not only were these ship weapons for the better part of two thousand years, they were actually the ANCESTORS of crossbows, as it took a thousand years for crafting to get sophisticated enough to reduce a Ballista down to the size where it could be held by a man (the first, by default "heavy", crossbows).
2. Consider making 6-property items have their properties alterable up or down (but still within the limit). Note that there was a comment outside the room that something about the new formula for T-chest loot is resulting in a lower than expected intensity, and that they are trying to track it down and fix it.
3. Another suggestion was to make all items in T-map chests and SOS default to being exceptional, but without exceptional bonuses. This would make the junk loot of these more desirable, as items from these chests would be imbuable to 500 intensity (without the annoying 35-40% DI that exceptional weapons normally have). In other words, a minor change that would boost both imbuing and the pursuit of these special loot forms.
4. Make a wide range of items be in the ship holds, to rarely include the non-specific ML/Peerless resources, and the ML mining gems that are also used in Imbuing. There was already some leaning in that direction, in that it will typically be bulk resources aboard ships raided at sea. The most likely spot for these items would be Scalis and the floating island encounters, though (effectively peerless/boss fights already).
5. Have Grimm redo the classic boat art to make the classic boats more distinctive from each other.
6. Chain ammo for the cannon, that reduce movement more than normal ammo, while not damaging the ship as much.
7. Other special ammo types from historical cannon - some were anti-sail, anti-crew, or a combination, that would rarely damage the ship hull more than scratches (but could take out a sail or mast).
8. If spells and potions are capable of ship damage, remember that ships are made of REALLY thick wood, and that these things would mostly damage crew and sails (slowing the ship temporarily), not do appreciable hull damage. The same would hold true for pets (the only summons that should do hull damage should be water elementals).
9. Please consider finally making the water in Ilshenar usable for sailing. Even if it's small, some of us would like to have access to Lenmir on our shards (since others have event-based means of getting there). Size shouldn't be an issue - after all, I could put my dad's boat into a 300 acre lake as easily as I could the Ohio River, Lake Cumberland or Lake Erie, with the only limits being speed limits.
10. As others have suggested: Make the Serpent Pillars the equivalent of Moongates for Boats, allowing travel between facets.
11. More of the old ultima sea lore. Especially the Whirlpools (which could provide a means in a later booster to access other lands that would naturally be without housing or easy access). Ambrosia (or at least the parts of it that haven't already surfaced in T2A and/or Ilshenar) is calling...