I figured I'd try to actually answer the OP's question.
Character Generation
- Ability Scores and Saving Throws: Six traditional
- Races: Human, Elf, Dwarf, Halfling, Dragonborn. And robust subrace support -- two or three per.
- Backgrounds and Skills: 15 to 20 backgrounds; a skill list comparable to Pathfinder.
- Classes: Fighter, Mage, Cleric, Rogue. If subclass support is robust (four or five per?), I don't think the game needs any more classes than this.
- Feats: Three to four dozen play-changing options; no flat buffs.
- Equipment: A robust list, preferably with good reasons to opt for low damage weapons or low-AC armors.
- Spells: At least a dozen per level, more at low levels.
THE PILLARS
- Roleplaying: A brief section on social interaction; bonds, flaws, ideals; alignment (nine-point rose and unaligned); inspiration
- Combat: The game's the thing!
- Exploration: This is important, because these rules shouldn't be dictated to the players by the dungeon master. It should be the players' choice to initiate them, to subvert the weird skill challenge paradigm in D&D4. Players don't ask the dungeon master what their characters should do in combat; they shouldn't have to ask the dungeon master what their characters should do when exploring.
Campaign
- Advancement: I suppose there has to be something to entice the players to their deaths. Characters. I meant characters. Higher-level character generation rules.
- Magic Items: No design or random-generation rules, just a list of basic and iconic D&D items, with GP values for generating higher-level characters.
- Traps and Monsters: The opposite of magic items; no list, but rules for design and balance.
- Random Dungeon Generator: 'Nuff said?
EDIT: Almost forgot! Cover by Komarck, interior art by Lockwood, color plates by Elmore.
