Of course different ideas and suggestions have different levels of priority. I think everyone can agree that more of the map being opened up, more story, more missions, and some new core mechanics all take priority over new weapons, attachments, or ammo types—or even a comprehensive weapon rebalance, machine rebalance, or base defense rebalance.
Even more so, I think we probably all can agree that bug fixes and everything being made to work the way it should—fewer crashes, fewer glitches, fewer FPS drops—takes even more priority over anything new.
The future can be pretty far off, though, so that leaves a lot of room for brainstorming up all sorts of new ideas, and hoping that they’ll see the light of day at some point.
Development work should also be a bit more flexible than “eat the frog, forget the cake.” It is, or should be, entirely possible to split up work in such a way that both major and minor things get done, along and along. Major things should surely get the most time and effort dedicated to them, but the “frog” will be more appetizing if there are a few bites of “cake” tossed in here and there. While the major battle takes place, it should still be possible for a few small victories on the side to be secured. Otherwise, it is easy for people to get burned out…work too hard on the same thing, for too long, you get tired, sloppy, the work gets uglier, you start to care less. Not always the case, but definitely a possibility. Taking a momentary break from a major issue, shifting gears, working on other things for a short while, can help keep the workforce fresher, more interested and invested.