Failed death saving throws don’t reset until you take a short rest. - makes it a little less whack a mole.
All raise dead type spell requires “the power of plot”. Aka it’s a lot more involved than just casting a spell. - I like death to be permanent in my games unless the return is awesome and epic.
Sorcerers get access to all wizard spells, unless there is an abuse with metamagic I can spot. All metamagic can stack with itself. - sorcs felt needlessly restricted to me.
Wild sorc table, remove the fireball yourself effect. - I don’t mind most of the craziness of a wild sorc, but I am not ok with them blowing away party members on a bad roll. Further, there is a decent chance that at some point most low level wild sorcs fireball themselves to death...which is a bit too much for my taste.
Monks gain +1 ki. I thought monks were a tiny bit weak, and this helped make them more competitive.
Many defensive concentration spells gain the “reliable” keyword. You auto pass a concentration check for taking damage with those spells. - I like the balancing of concentration but didn’t like that melee characters with buff had a good chance to lose them (also the fact that they had to make a lot of coentrafion checks).