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Mythic Combat Expertise (Kind of surprised I didn't see this one, given mythic Power Attack and Piranha Strike are in)
Two-Weapon Defense and its mythic version (admittedly, the base version isn't very useful, but with the mythic version it could be helpful)
Monastic Legacy and its mythic version (might make some people take 3 as opposed to 1 Monk levels)
Also like to see multi-use touch spells and early-level offense options for Druids, Shamans, and Witches like:
Chill Touch
Frostbite
Produce Flame
Flameblade
Magus would get a lot of use out of those as well, and all but flameblade are easy adds (check out the Call of the Wild mod implementation of these spells for Kingmaker)
And finally I'd like to see an overhaul of the Summon spells to be more like tabletop Pathfinder; this would be the most work but they already have a good selection of creatures to use (and ready to go with all the mythic summon abilities already coded), figuring out the spell UI would be the toughest part I think.
Prestigious Spellcaster
Classes:
Swashbuckler
Gunslinger
(I'd also love to see vigilante but that would be hell I think).
Prestige Classes:
Brewkeeper
Master Chymist
Mythic light armor training: +1 ac 1 dr/-
Mythic medium armor training: +2 ac 2 dr/-
Mythic heavy armor training; +3 ac 5 dr/-
Same exact bonus for mythic shield training light, heavy, tower.
This would give people an incentive to actually play the way the game is intended, and make those types of builds survivable on higher difficulties.
I know they can't include Wish/Miracle, but they need to come up with some other spell to handle removing endgame curse/transmutation effects. Remove Curse and Break Enchantment can't cut it with the caster level check vs DC's in the 35-40 range. Especially since Break Enchantment caps at +15, and Remove Curse as a weaker spell shouldn't work on some things like Greater Bestow Curse.
They could just nerf mage armor. I'd say make it add 1 + 1/2 mythic rank would still be great (so it would end up at +10 ac instead of +14).