In all seriousness though
-Feed: decreases the demands of the food market even more
-Fix: makes diamonds and xp pretty much worthless
-Fly in wild: easier to locate structures and to get resources
Fly lets you build in towny which is pretty cool in my opinion.
Klutch buffed jobs and other features but I agree that ranks should be worth something
So suggest more features!
~ @Natsu
/Feed where your food bar is always full, like it was in old meepcraft, would be extremely OP post 1.9. Something viable would be if /feed would feed the character 1 piece of food (4 foodpoints) with a specific cooldown time. The cooldown would be the time a player would have to eat again without regenerating. If the player did any regeneration, it would use foodpoints, and he would have to eat again without /feed. This might include jump sprinting as well. If the player jumpsprints for an extended time, he would have to eat before cooldown.
Although this would mean that even ultimates need food, I don't think it affects the economy much one way or another, as anyone with premium+ is perfectly capable of collecting their own food. I don't really see a market for high ranks purchasing food either way. It is similar to not wanting to ruin the economy for cobblestone; doesn't really matter, anyone can collect it easily for themselves.
This would be simplified to the player as "use /feed to eat, 60s cooldown," or whatever time it actually takes.
/Fix could take diamonds and xp to complete, . An article could take all or maybe 50% of the diamonds to repair, as well as maybe 10 levels or so. The advantage would be that the player doesn't need an anvil, and the repairs don't increase exponentially, staying at 10 levels per repair each time. The diamond and xp market would not suffer from this.
I don't see ultimates making large profits from "finding structures" using /fly in the wild. There is one big problem with flying in wild: supply drop chests. Ask yourself though, supply drops or flying in the wild? Which one would people want?
My point here is that there are plenty of workarounds for ranks that don't hurt the economy, yet give the ranked players great benefits. It just takes a little bit of thought to weigh the consequences of each benefit.
I have complete confidence that the admins and staff team are perfectly capable of weighing the consequences objectively and deciding what is best for the ranked players and the economy.