There seems to be multiple definitions of “neo-trad” being used in this thread. For supporting a certain style of play, I can see a list of common patterns or approaches being useful. However, I’m failing to see the purpose of a “manifesto” for a particular type of design. Why should a designer want or be interested in such a thing?Ultimately, everything really comes down to what you want to accomplish with a game. Once you have determined that, you can start thinking about the best way to get there through game mechanics. Applying game mechanics or more abstract rules because they are good practice won't really get you anywhere.
Any game design has to be goal oriented to produce useful results.
When thinking about good design principles to support neo-trad play, it first has to be established what exactly you are trying to accomplish.
According to the definition of “neotrad” in post #42, my homebrew system would count as a neotrad design. While it does incorporate ideas from traditional and indie tabletop RPGs, it also has influences from board and video games. I look at a manifesto as being too rigid and constraining, but it also seems like it risks being a source of dissonance should something it prescribes be at odds with the goals I have for my game.