I would like to encourage you to remember one very important evaluation aspect:
Does the game still feel recognizably like D&D and 5th edition?
Formally: If Level Up is to succeed at the goal of supplementing 5th Edition for gamers wanting more crunch, each game element needs to be judged on whether it helps achieve that goal. Or is the game so enthusiastic about "fixing" things it forgets its main mission? Likewise, are you the reviewer looking at the trees only, not seeing the forest? It's all too easy to dive deep into whether Dragonborn Fins rate B or C, but this risks missing the greater picture: it doesn't matter unless the public buys the product in the first place.
And that is why I encourage you to make one of your promised threads about this - an otherwise "invisible" aspect of this playtest document.![]()
So in terms of "whether its 5e", I looked at a few things when I considered my thoughts for this thread.
1) Power: Some power creep is fine, but it has to be marginal if you really want to succeed at the notion of allowing core and level up to exist at the same table. Bo9S classes in 3e could exist at the same table as a fighter... but the fighter player probably wouldn't enjoy being upstaged all the time.
2) Flavor: Where 4e left the station for many people was it divorced flavor at the alter of mechanics too often. 5e made a conscious return to bake the flavor back in to the core game. So I do comment on flavor throughout the thread, noting areas where I think its well done, areas where the flavor seems off from the mechanics, and mechanics that may grind against people's sensibilities (such as early teleports or no-magical compulsions).
3) Mechanics: Some new mechanics can be interested, but do they have a proper "5e feel". Are they playing within the rules of bounded accuracy, or shattering them? Other than a couple of clunky areas in the document, this one looked pretty good for the most part.
So I feel my thread was both trees and forest. Of course, its one man's opinion, which is why the survey's are so important. But deeper divs into mechanics is not bad either, and it may inform the developers of some areas to look at, or simply some areas to tighten up language wise (I noted a few areas where I read the rules in a way they may not have intended).