Huh. You know, you don't often get the "5e just has too many options" complaint. It's usually heavily skewed in the other direction.
Really? I just spent the afternoon reading through a few of the extra books (Xanthar's Guide, Mordenkainen's Foes, etc.) and I see more archetypes, more racial variations (how many races of Elf do you need!?! LOL), more ways to use skills, and so on. The player I was with can't decide what to do or where to take his PC because of all the options. They way it is going reminds me a lot of the Guide Books of 2E (Fighter's Guide, Complete Book of Dwarves, etc.) where again, so much was offered it became ridiculous IMO. Instead of
thinking and
using your imagination to make your character unique, it became an exercise in choosing special options. 3E did it again by adding Feats as well.
Don't misunderstand me, for many players having such things can certainly be helpful, but when as the DM I have to tell the players "No, I am not allowing it." or "Fine, let me read it since I don't have
that source book as well." it becomes annoying. Back story and actual role-playing became the things that more defined your character, now it seems to be what special abilities does my character have that makes them unique?
Curiously, if you dislike the system at the the basic level of character abilities, why are you bothering to correct things like the XP charts or darkvision? This really seems like rearranging the deck chairs instead of addressing your fundamental issues. If you think 5e is too fiddly on the character options, I heartily suggest a number of the newer (last decade or so) retro-clones that do a great job of fixing some of the mechanical issues of OD&D or 1E play while strongly evoking the feel of the game, including limited character options.
Yeah, I've looked into a lot of things like that, the retro-clones, and they have some appeal. However much I long for nostalgia, I don't mind
some options. Earlier editions have their pluses, but I think most of us can agree they had their fair share of minuses, too. So, despite my harping on 5E, there ARE things I like about it. I am only getting into because the new, younger group I am gaming with now were already curious about it. I mean, I get it: for a lot of younger players, the faster pace of advancement, rewards, etc. is more akin to video games. I've played my fair share of video games, but as I am getting older, I am losing interest in them.
Finally, for those of you who have been following this discussion all along (and not lost interest yet

) I am happy to announce after some discussion with one of my players this afternoon about the Character Advancement Table, I came to the conclusion the 21000 EXP jump from 10th to 11th was the part that most bothers me. The retracement from 21000 to 15000 and 20000 for the next two levels just seems fundamentally wrong. The simplest fix was to change the amount of EXP needed at 11th level, reducing it from 85000 to 80000. Now, it is 16000 from 10th to 11th (matching the prior needed amount) and increases the amount from 11th to 12th from 15000 to 20000, which matches the next two. All the other EXP amounts remained the same. True, I am not thrilled a couple times leveling requires the exact same amount needed as the prior level, but it is a much simpler fix than redoing the entire table.