I think the answer is to consider game elements on their own merits, not by the year / edition they were introduced.
OD&D: Simple core. 5E needs a basic box that contains about as much stuff as the original white box.
AD&D: multiclassing. There is something dead simple about the concept of "pick two classes, get both, if something is in both classes, get the better; in exchange you level up slower".
AD&D: A dose of wackyness. Cursed items, deck of many things, wish spell.. It shouldn't be central to the game, but later editions suffer from taking themselves too seriously.
AD&D2: Beautiful, detailed, well-supported settings.
3E: Tons of player options. Pick every monster. Pick any of 700 prestige classes. It's just turned up to 11. Now, 5E shouldn't repeat the full insanity of it, but it definitely shouldn't be afraid to support exotic PC concepts.
4E: combat roles. Don't match each class 1:1 to a role, don't make the role define class features, but keep the concept. Give each class a useful part to play in combat. Deliver the same for exploration and interaction.
4E: Rituals. Make them cheaper regarding time and money, but keep them.
4E: At-will magic (the 3E Warlock already had it)
Feng Shui: Anything goes combat and supporting stunts.
Fate: An aspect (or two) that defines something unique about the PC, and that can have positive and negative consequences - replaces action points
Pathfinder: excellent modules.
Earthdawn: Magic items with a unique legend
E6: Numeric progression that stops once you reach a certain power level
Shadows of the Colossus: Gigantic enemies that are more like terrain instead of duel opponents (I have yet to see a pen & paper system that handles this properly. No D&D edition does.)
OD&D: Simple core. 5E needs a basic box that contains about as much stuff as the original white box.
AD&D: multiclassing. There is something dead simple about the concept of "pick two classes, get both, if something is in both classes, get the better; in exchange you level up slower".
AD&D: A dose of wackyness. Cursed items, deck of many things, wish spell.. It shouldn't be central to the game, but later editions suffer from taking themselves too seriously.
AD&D2: Beautiful, detailed, well-supported settings.
3E: Tons of player options. Pick every monster. Pick any of 700 prestige classes. It's just turned up to 11. Now, 5E shouldn't repeat the full insanity of it, but it definitely shouldn't be afraid to support exotic PC concepts.
4E: combat roles. Don't match each class 1:1 to a role, don't make the role define class features, but keep the concept. Give each class a useful part to play in combat. Deliver the same for exploration and interaction.
4E: Rituals. Make them cheaper regarding time and money, but keep them.
4E: At-will magic (the 3E Warlock already had it)
Feng Shui: Anything goes combat and supporting stunts.
Fate: An aspect (or two) that defines something unique about the PC, and that can have positive and negative consequences - replaces action points
Pathfinder: excellent modules.
Earthdawn: Magic items with a unique legend
E6: Numeric progression that stops once you reach a certain power level
Shadows of the Colossus: Gigantic enemies that are more like terrain instead of duel opponents (I have yet to see a pen & paper system that handles this properly. No D&D edition does.)