I would love for some of the design theory behind Guild Wars 2 to be adopted for 5e.
Fun fact about Elder Scrolls: Just about every character you run across is essentially built like a 3e NPC - Using the same system as PC rules. True for Morrowind, Oblivion, and now Skyrim.
One thing to keep in mind is that DDI has given solid feedback on what people like to play as and what options are commonly used. I would expect the Player's Guide would have the top 5 races (and maybe a couple classics to cover the bases), with a remix of core classes. 4e's Power Management replaced Resource Management in 3e, so I would expect 5e would back off of it a little bit. With the apparent success of the boardgames, I would actually expect that the "starter edition" would be framed in those terms, with the "Full Edition" as a true RPG.
4e's box sets are nice, so I can even see them launching a box first, followed by the triumvirate of core rule books and additional accessories. It would be awsome if you could buy monster tokens in smaller parcels, by theme or terrain (kinda like the old minis, but not random and something like two dozen in a box). Or mix in a sheet or two of monster tokens with dungeon tiles. That would rock.
What I would not expect is something that is halfway between 3.5 and 4e (AKA D&D Saga). That ship has sail, and would fail if they tried. As well, with most of the people involved with designing 4e no longer at Wizards, the remaining old guard (including Monte) as well as the new crew will aim for something new and special. Considering Monte's track record, I don't see him rehashing what he's done before. He's not that type of content creator; he'll challange himself in the process.