The rituals were a wonderful solution to a "wizard can do anything" problem.
Evening out The Maths and introducing a new save system (and getting rid of most save-or-die effects) solved the swingy combat problem at high and low levels.
The skill system needed consolidation.
The monster-building system needed streamlining.
The "conditions" are great and consolidated (especially simplifying grappling). Ability damage needed to stop the massive cascading effects that it triggered.
The "20 minutes of fun crammed into 4 hours" was (and STILL IS) a legitimate problem.
What I didn't really want, or need, was a re-examination of what D&D was. I knew what D&D was, for me and my players. I had been playing for years with the style I wanted. I had brought on many, many newbies. I didn't need to be told that the simulationist and narrativist elements I loved were getting in the way of ALL FIGHTING ALL THE TIME, which I didn't even like that much in 3e because of the grid-based nature of it. I didn't need to have this tremendous wall of accessories, time, and space between me and my D&D game. I didn't need the Vancian system to take possession of my game like some Cthuloid horror of universal class symmetry (I didn't LIKE wizards in previous editions, dudes!).
What I needed was a way to play my game better, not a way to play WotC's minis combat game.