dave2008
Legend
... make them more distinctive to one another, as well as focus on more broad mechanical viability since some races like Half-orcs are needlessly confined to melee optimization.
I found this funny. In the same sentence you as for races to be more distinct, and the bashed a race that has a distinction.
Beyond that I'd like to see some genuine innovation. The D&D team is simply too timid and conservative in their design to rouse my interest much these days, like with how they bend over backwards to avoid making a player race that's large sized.
I agree with this, but it is really hard to do and achieve the mechanical viability you mentioned earlier and to not make trap races. The want them to be "balanced" so I don't think they will go to wild.
Personally, I redesign all races because I don't care about trap races. My players are not out to find the best combo of race, class, feat, etc. So I don't need to worry about every race being roughly on par. Our current group is: 2 elves, 1 halfling, 1 lizard folk, 1 dragonborn (who can transform into a Large dragon), and one Large Yuan-ti. I have also had a player be giant and another be a unicorn.
.In the same vein, they released a bunch of monster races without bothering to test them at all and just slapped a warning for GMs on there and called it a day,...
That is not true. They clarified that these were tested and considered balanced for general play. The note was about how to play those races, not mechanical viability. Doesn't mean they are well designed races, but your statement is wrong.