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I did not appreciate a lot of things in my NG+ run, but that's not *really* fair, since I was trying to get to the end of the game asap.
I think the side quests that expand on the world as the story progresses and how your actions have impacted the regions and people in them are quite brilliant.
Just a few examples of some good ones.
1. To see how how someone seeking power uses the soldiers of Northreach to attempt to take control of the region after you destroy the mother crystal is fascinating. You know the region from earlier in the game and now get to see the people's reactions to their new possible lives under a new regime. The soldiers are well meaning, understanding that this might be the best course of action to protect the people there, even if it might cause the lower class quality of life to go down in the process.
2. Martha's rest having to bring soldiers in to help defend from the Akashic, which in turn leads to there not being enough food or supplies to go around, and then relocated many to a previous village you have visited is also another good one.
3. The fact that one of the first towns you visit, seemingly a town for branded to live in peace, is actually an elaborate plan for the leader of the town to use the branded to help him on a years long revenge mission.
These are my three favorite examples, but there are a good half dozen or so more that were really cool. I don't know what people want when they complain about side quests like these, but I think they are better than most other rpg side quests.
Combat wise is sort of a toss up. I prefer 16's more action type approach, but I also really like how Rebirth fuses live action with a classic turn based twist with the ATB meter and spell and ability choices.
I also prefer the art style and overall graphics of 16.