What I'm gathering from Rinsui is that the "surplus EXP gain" that you are seeing when you get the "surplus" text after killing a mob means that amount of EXP is going to some sort of pool where it is currently useless (instead of going towards your level). And that SE is only "looking into" making that "surplus pool" worth anything. My question is, if it's worth nothing, why make a pool in the first place? Why not just start lowering EXP and skip the surplus text after battles? That makes absolutely no sense.
Thats a good question and they really do not have anything planned for the surplus you will accumulate over time. In fact they don't even know what this system really does, it sure does not favour the "casual" players, quite the opposite in fact.
The problem we dealing with here is completely incompetent game design that is even worse than all the restrictions they put into FFXI. It takes it to a new level of stupidity.
It's not based on exp, it is based on time played. 8 hours after you first picked up that weapon you start getting less and less exp (btw, you can't have no weapon/tool so your time is always ticking). If it would be based on experience gained i could see this helping the casual players.
A "hardcore" player will get about 10 times the experience a "casual" player can get in those 8 hours. Why? Because the "casual" player will spend a lot more time looking for a group or playing solo for much less experience than the hardcore player, who only goes out to experience with a perfectly setup group for the max amount of experience per kill.
The casual player will spend a lot more time running around not killing things and therefor wasting his 8h weekly slot for no experience at all.
This does actually HURT the casual players. The hardcores will still be way ahead in no time.
Seriously, SE, have you even thought about this other than the usual: "We have to slow down the players, lets introduce some time based restriction like we always do"?