Buff applying heal NPC's: Devaluing the use of Acolyte-tree classes.
Agreed. Making an acolyte isn't really that hard.
Card removers: Altering the economic demand & value of cards, Even slotted equipment.
True as well. This falls under a category I call "spoonfeeding". Personally I've never seen what's the point of having these at all - if you card the wrong armor (a crappy one), then you shouldn't be able to remove it. You should keep the armor with the card in it and eventually learn a valuable lesson - think before you act.
Increased server opening Exp rates: Benefiting only founders, Placing newcomers at a disadvantage.
This I'm actually neutral about, unless we're talking about a server that has rates 10/10/10 or higher - having double exp with those rates just... no. With those rates anyone with decent playing skills can trans within few days (and most likely those rates will last a bit longer than few days).
Donation rewards: Headgears that mimic in-game craftables, Obliterating their novelty value.
Overall just having original headgears as donation rewards, especially if it's an item you can't even make in RO (Dress Hat anyone?). Having costume headgears would be a lot better option, seeing that they have no stats and are only for the looks.
Mob HP: Whether there is none, a HP bar or % value. Nothing beats the precision of numeric display.
Having HP bar for monster HP is something I have nothing against, seeing that it's an official feature kRO decided to implement. Personally I've never needed any mob HP indicators, because I like using databases.
MvP & Mini-boss: When drop rates are intentionally lower than that of the servers global rates.
Have to disagree, I'm sorry. When the drop rates reach at least x10 (and up) for cards and rares, I wouldn't play on a server that has the exact same drop rate for MVP/miniboss cards.
But everyone has their own tastes in the end.