- I read a WotC article months ago saying that "Magic items will be about the story, not the math." Please, magic items are about the story and the math. Denying the importance of one just makes me think you can't design games.
- Speaking of magic items, 5e still has +X items. *yawn*
- And speaking of +X items, are they assumed or not? Because there's no happy middle ground; they're either assumed and expected, or an extra power boost that must be accounted for.
- The release schedule is staggered. Quality control? Please! If that were the issue, all three core books would be released in December to ensure that much more quality control.
- Mages are still the game's 'supreme magic-users,' and still can't heal. Are they even using balance as an excuse this time, or is it just one of those things that 'doesn't feel like D&D'?
- Speaking of healing spells, they're now in the evocation school...bwuh? First it was necromancy, which made perfect sense, then it was conjuration, and now it's in the blow-stuff-up school. Jeez, D&D, make up your mind!
- No more monster role or castes? (minion, solo, ect.) What, are they just too helpful? Take up too much page space?
- +2 or +1/+1 or a feat: Yup, that's gonna get broke quick!
- Hard Stat Caps: A well-designed game doesn't need awkward hard caps.
- Bounded Accuracy: Even if I liked the idea of BA, I guarantee it'll become Unbounded Accuracy quick enough.
- A La Carte Multiclassing: You know, I think that 3e style multiclassing is a great idea, and I believe there're ways to make it work! Unfortunately, treating 1st level characters as (semi?)competent adventurers is not one of those ways.
- Rolling abilities (and HP?) is default: Nope, not interested.
- Spell charts and class ability advancements are irregular: Yes, it bothers me that there's no pattern.
- No standard AEDU structure: I'd rather have fun combats than a fun rulebook to read.
- And last, but certainly not least...NO MORE LEVEL BONUS TO AC?! What, it makes too much sense? Is it too elegant? No, I guess it just 'doesn't feel like D&D.'
Well, guess what, 5e? You just got too much D&D in my D&D, and I won't have that!
A lot of your points are reasons I'm more excited than usual about this edition, but I guess they're subjective to a certain extent.
1. I've always preferred to describe items in more detail, rather than making every +1 long sword a carbon copy clone. That doesn't take away from the power boost that they grant, but making each item special by giving it a history can only add to the play experience in my opinion.
2. As has been said, the focus is not on the mechanical bonuses, and magic items will be fewer and farther between. I see this as a step in the right direction.
3. Not assumed is the impression I get. With less of a "curve" that players have to either keep up with or face frustration, there are far more options for building fun encounters. It's always been the case that you have to adjust things on the fly if players start to breeze through combat, but as long as you aren't handing out magic items left, right and center it shouldn't be a big issue.
4. The staggering makes sense to me. The small team working on 5E can each focus on one product at a time, meaning they're all on the same page. Waiting to release them all at once wouldn't necessarily give them more time to iron out issues with how they're handling it one book at a time.
5. I've houseruled healing mages in the past when I ran a two player campaign, but I don't see the need for them to step on the cleric's toes for more standard parties.
6. This really doesn't bother me at all...
7. Too much terminology can detract from the game in my experience. I did like the concept of monsters that go down with one hit no matter what, but I don't see the need to codify it in the rules.
8. I actually thought this too at first. I still don't have a good sense of how it will affect the game. I guess time will tell...
9. This was a necessary part of flattening out the math.
10. This remains to be seen, but they're at least making an effort to keep things in check this time.
11. Not sure what your point is here.
12. The easiest thing to houserule in the world, and I'm sure multiple options will be presented.
13. I would assume that this is for balancing reasons. It may not be as elegant as 4E in this regard, but I doubt it's purely to be more old-school.
14. Personally I think combat can be fun and varied without the need for hundreds of named powers to choose from.
15. This is another part of flattening out the math. The flatter bonuses mean that lesser creatures can still show up as viable foes later in a campaign.