About going back and forth for expert trainers, then masters and grand masters, it was part of the fun back then, bores me to death nowadays.
In MMX, for example, the poor travelling features (1 spot for lloyd's balista as far as i remember) is very annoying as well as having to travel through the whole cities to check all the shops, it's fine once when you're discovering it, afterward, you should have a place where you can check all the shops for each city, it's time those games stop living on their reputation and improve their game mechanism.
It's funny isn't it - in some of the very earliest RPGs I played, the city would just be a menu screen: select A for the Castle, B for the Weapon Store, C for the Inn, etc etc. When things like Might and Magic VI came along and you could walk through a real 3D town with houses, each one with different inhabitants or shops with wares to offer, I remember thinking as a kid that it was amazing. Exploring each nook and cranny and finding horseshoes or a quest from a guy in the back room of the inn, it really drew you into the world.
Yet nowadays I play a modern RPG and whenever I'm in a city I constantly find myself missing the days when all the busywork was handled by a menu. There's nothing exciting or immersive about walking down a city street anymore and talking to a dozen market vendors, particularly when half of them are selling shit you're invariably going to have no interest in (food, for example). It's been done a million times - most importantly, by real life, and the novelty value of recreating that in a game wore off long ago. The only virtue things like that have left to offer is being quick, simple and non-intrusive. Despite their other faults, the Etrian Odyssey games are leading the way with this nowadays. I can go back to town and sell my loot, heal up/rest, save the game and get back out adventuring with no loading screens and just a small number of button presses. That's exactly what I want. Yes, Bethesda, I know you're chomping at the bit for me to walk into some building full of forges with cool glowy heat effects and the sound sample of an authentic blacksmith hammering away at his wares, but honestly there is no need.
Cities/towns are the main offenders in this regard because there tends to be no challenge expected there. Combat is limited, if present at all, and most of the 'gameplay' is reading gobs and gobs of flavour dialogue and making choices that affect absolutely nothing, interrupted only by checking 30 barrels and cupboards to get a few gold pieces, a couple of magic rings, and ingredients for the crafting/potion/resource system that is so tacked on and pointless that it can be pretty much safely ignored for 95% of the game.
They hit the perfect balance back in the World of Xeen, I think. Each city was simultaneously a dungeon of sorts, so walking around and learning where everything was never felt like busywork. Plus there were riddles and puzzles, like the sun dials in Nightshadow. You had to walk to the shops, but movement was instanteous and the maps were small, so it'd rarely take you more than a few seconds so long as you had a half-decent memory for where shit was. Minimum interrupted from exploring new areas and killing enemies - the meat of the gameplay.
Menu-based cities are unlikely to make a real comeback, I know, but I can't help but wonder at what we could get in exchange for all those chatty beggars, city guards, and generic empty houses. Who knows, maybe if the developers weren't wasting their time on all that shit we might have gotten that extra class, or dungeon, that unfortunately ended up on the cutting room floor. I'd certainly take that over whatever it cost to squeeze in 'ROWDY CUSTOMER', 'DRUNK CUSTOMER', and 'GENERIC BARMAID #5 WHO SELLS CHICKEN AND ALE'.