Hi, I'm curious about a few things. When we talk about recoil, there are several things as designers that we do:
1) Barrel climb. This is a steady rise of the barrel after each round. The barrel come back to neutral on slower firing weapons, and "climbs" on full auto weapons. CS:GO has this.
2) Spread & Jitter. This is how the "cone of fire" where you bullets may land randomly in that cone, the random aspect being the "jitter" and can be fully random or weighted towards the center, for example. The more you fire continuously, the more Spread & Jitter grows. Sometimes, this is done whey you jump or bunny-hop, to discourage this type of movement.
3) Screen Shake: This is where we shake the screen for a few frames and a few pixels up/down/left/right and tilt. We do all this without moving your actual aim point. This is often to convey the power and feeling of firing a weapon, without changing your aim.
*Some* or all of these are necessary to convey the feeling of more powerful weapons or to make the act of firing a weapon feel good and satisfying. As CliffyB likes to say, a good weapon feels good just firing at a blank wall.
My own inclination is to not have CS:GO style recoil on everything (in fact, on nothing or highly moderated for some weapons). But in some cases it will be there. Spread and Jitter will likely be far less prevalent than in FF. Screen shake, just a little, is still necessary IMHO for slower firing powerful weapons, or they just don't feel good to shoot or feel powerful.
One thing you will def see much less of: Bullet sponges. In FF, enemies took too many bullets in Beta to kill, which gets boring. I'd rather have you dispatch more creatures than sit there taking 1.5 clips of an assault gun to kill an Arahana. In cases were we do have higher HP monsters, you will see progressive damage so its more saisfying and you see progress even if they take a lot of bullets.