Your comments on game production show how little you understand the process. Adding more people won't necessarily get you a better game faster. It won't necessarily get you either of those things. I understand your frustrations with long development times and with companies seemingly wasting their teams on projects that don't interest you. What you have suggested is not a practical solution.
to expand on RD's comment here, I'll explain a little of why more people != faster release and better product...
Ideally a product will be at its best if only one person is required to create it, because it will be fully coherent then. The world is not ideal however, and multiple people are needed in some cases to improve what a product lacks, and other cases to complete the tasks a single person is simply incapable of completing alone.
Given enough time, a single man can -not- create an entire title like is sold for consoles daily. On person will simply not have the skills required to complete every task, and even if they did, the number of resources(As in art assets, plot, scripting, music) it requires to finish any one console game (no matter how crappy) cannot be made in any feasible amount of time before the entire technology behind said game was obsolete.
Even asset-economizing games that reuse everything for everything, require a lot of resources. (I'm not talking about retro games like Galaga or anything)
This is why we add people... to finish resources, and to catch mistakes... however this is also where the misconception arises. There can very easily be TOO MANY people doing any one thing. Especially writing. More writers means more people weighing in their opinions, which inevitably leads to a product that satisfies no one. This is called Product by Committee. It will contain features meant to appease individual members of the group, and by the time all of these features are implemented, the end result is not something that appeals to any of them, and by proxy, none of us.
This doesn't mean two people working on something is bad of course, but there is a peak in the graph that optimizes the risks of too many people, with the costs of too few.
An example, if you have 45 chefs all cooking one dish, it would taste awful... Each would try to make it into something she wanted, and there would be a mixture of so many flavors it would be utterly disgusting.
There is also the question of quality in the workers themselves. Not all artists are the same, some may be better, some may be worse, some may be equal but not suited to the same kind of artwork... Some artists will be best at doing gritty zombie wastelands, and others will be best at cartoony flowery fluff... These kinds of artists may be able to work together, but the chances of that are slim.
Essentially, since we rely on human beings as the task force for our productions, we cannot in fact rely on shear numbers and expect quality and expedience.
For a long time, however, Capcom DID manage to use this brute force method of numbers to accomplish their spriting needs. They in fact hired people off the street to work for a day on individual keyframes of animations... Hiring over 600 people daily for a single day's work, they managed to cut a profit and complete the art task quickly... This is due to having redundancy and being able to simply throw out any frames that didn't meet the standard... as they had others to replace it... however, that only works with 2D animation... and no other field of work really. Since games are 95%+ full 3D anymore... this just doesn't work. It was interesting while it lasted though.
But back on the subject of FF and how can it be improved...
References. Cameos. Nonsensical storyline-unrelated throwbacks to other games. The bastard sword in the Lindblum Weapon shop, to which Zidane mentions a "spiky headed guy having something like this."
"Whatever you do, don't call him Atma"~FFX(2?) a reference to the misromanization of Ultima Weapon.
Hell, I'd like to see someone make mention of "Off course" and "No way," a typoed yes or no choice in FFVII.
I know they're trying to pull together all their terminology lately, making sure all the spellings on all the enemies are the same, renaming and retconing old skills with the ragaja theme... But I think what the series needs is LESS coherence. Less coherence in terms of strictness of pattern. They're doing exactly what they think we expect them to do... and because of it, they're not giving us anything to get excited about.
I'll admit though, I thought Lightning was a nice twist on the pattern... a female player protagonist that wasn't a girly girl with emotional issues coming out of every oriface... Hell, she was practically Cloud with ovaries. It was nice to see that such a character could finally exist... yeah... it was nice... until I realized how much the rest of the game sucked.
You know what would be really interesting? Take a level in Pokemon and give the player the choice of character gender... Oh but they'd never do that, because that would mean they'd have to either write a story unique to each character... or acknowledge that homosexuals exist in a fashion that isn't played for lols.
But even so, they could give us back a little freedom in the character... I don't want them to turn it into TESVI or anything... but well... ok lets start at the beginning... Name and Class. Final Fantasy I. That was one of the revolutionary things about FF, was that the characters were quite literally whoever you made them. There was a Thief, or maybe he was a Mage... His name was Bill... or was it Jim?
I think that's part of the problem... Not even the class thing, I can understand a character having a set class as it gives good dev control over a game mechanic... But not letting us name the characters anymore? After all the YEARS we could? And why? So you could make the voice acting fit perfectly? So you could make small puns about the names? Does anyone care?
It worked pretty well in FFX I thought. You never actually heard Tidus' name spoken allowed. Sure I'll bet it was hard to do all that writing and never say the player's name...
But would it be a really big issue if the FMV's said Chloe aloud while the subtitles said Lilly? If you did away with the concept of "every line must be voiced" it wouldn't even be terribly noticeable.
But that's just a few more suggestions of really small details I think would make a big difference in recapturing the feel of FF's past.