I've only been playing for a week or two. Enjoying it so far but there are definitely a few UI/systems, especially related to crafting and inventory management, that need a lot of QoL love. A lot of this feedback is coming from a place of me being a total newb, so forgive me if these are dead horses I'm beating.
Inventory desperately needs a sort function. I can't stress this enough. With all the harvesting and all the various components and loot and crafting this game has, managing my inventory takes longer than actually playing the game. A sort feature would go a long way to helping with this.
A "wallet" for basic currencies like gold, essence, etc. This is something that was added in GW2 and it helps tremendously with inventory management. (Essentially, this moves items with a high stack limit to its own row that doesn't take up space in your inventory).
Above suggestions apply to bank as well.
Due to the variety of different types of materials it's kind of a nightmare to keep my inventory from becoming clogged up if I'm just exploring and harvesting. In 10 minutes I was already practically full of mats (like 4 different kinds of common logs, 2 different kinds of uncommon logs, multiply that by 4-5 for stone, ore, hide, etc, plus all the various foods and food ingredients and..... yeah, yikes). I like that the crafting system is robust enough to handle this sort of thing, but it's just too much for what little inventory we have. Some ideas that could help with this:
Separate bags or crafting pouches that can contain specific types of goods. Note: I'm not interested in the "bags within bags within bags" method of inventory sorting that WoW and GW2 use; I'm thinking more something like: maybe if I'm a woodcutter by trade, I have a big "lumber backpack" that can carry lots of wood. That sort of thing. (Perhaps this is even a discipline buff. IDK.)
Some way to transmute low-rank materials into higher rank ones, or vice-versa.
A way to send items directly to the bank without having to be at the bank. (Unless this is already the case, and I'm just dumb.) This might be too strong in PvP worlds though, idk.
As for crafting, I am a bit overwhelmed. I love crafting in GW2 and I was hoping this would scratch that itch. My biggest issue is that I have no clue what unlocks what. How do I get more recipes? Do I find them? Do I unlock them via skill points? If so, where are they unlocked? (None of the nodes seem to say "here's what new recipes you get?")
More visibility as far as how to unlock new recipes would be nice. (i.e. Right now if I fancy myself a "leatherworker" I load up the game, start killing & skinning animals, and then... I don't know what else to do. I can make "intermediate armor" right off the bat, but that's it. I have no idea where to go from there.)
Crafting UI desperately needs a "craft again" or a "craft X many times" feature.
While we're at it, crafting UI needs to just be quicker in general. To craft a bandage I have to click basic survival, click bandage, go into my inventory, click on a log of wood a few times, click a button, then click another redundant "yeah make this dumb item" button, then click *another* button to claim it. It really needs to just be one button and done.
On that same note, some kind of "autofill" option for just making a recipe pull stuff from your inventory would be great. A lot of times I have no idea if I even have the required items, which makes crafting really frustrating. (Compare to GW2 where it tells you how much of whatever you need you currently have.)
For the crafting nodes where a variety of different things could fill that spot (like "herb/seasoning") it would be neat if clicking that gave you all of the options currently in your inventory for that spot.