I think 'standard-move-minor' is a good baseline but my issue is with implying a hierarchy of value to each of those actions. Pretty quick, designers get itchy and start developing neat tricks for 'lesser' actions. A few books later, and the economy of actions became the arbitrage of actions in an escalating arms race.
Right now, the action economy is in actuality a standard (3 units of action), move (2 units of action), and minor (1 unit of action). Designers let you spend those units of actions in different ways. I'd prefer to see them move towards three distinct actions that actually do different things and are not interchangeable.
In a sense, you're already playing 5e. What little we got to hear about the 5e demos paints it as a very DM-driven system. Not a lot of system, with the DM filling things in with his best judgement.Actions are much less defined. In our 1st edition game experience, our game play is "fast and light" - combat happens quickly, players cycle through their turns easily and there isn't a lot of tactical thinking going on (yes, we do use minis). This has it's pros and cons.
I'm very leery of pushing things to 'optional' status. You rarely see games with lots of optional rules played in anything other than two ways: all options used or 'default.' Default will see a lot of play, if it closes too many doors it'll put off more experienced players. Anything-goes will see a lot of use. If a character that doesn't avail itself of every option isn't viable along side those that do, those games will be for elite 'system masters,' only, and will tend to put off more casual players.How should actions be handled in 5e?
1e AD&D did not have a 'fast and light' combat system, unless you ignored a lot of rules - which almost everyone did.
Sure. The gist is that designers seem to have said, 'This is what a standard action at level 5 should do' and set that as a power level for a level 5 power that requires a standard action. But then they had neat ideas for powers that might be a bit weaker or might only work as a supplemental move or minor action. As a result, they started developing actions that still did damage but took move or minor actions.I'd like to know more of what you mean by "units of action."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.