Hopefully nobody ever has a 30-foot rope and a grappling hook, then... ;D
Fey Step at most makes a little easier to get by obstacles that any right-thinking PCs can manage to circumvent anyway, and it won't help anyone except the eladrin.
Dungeonscape has mechanical traps up to CR 25 (glaive of doom trap), three magic traps up to CR 17 (intelligent empowered polar ray trap), psionic traps up to CR 12 (energy burst trap (augmented)), and expanded trapmaking rules.
Given a mention of flying carpets being a 17th-level item (or somewhere around there), and fly being a 16th-level power, I'm wondering if they're pushing back new-movement-mode spells to the point where other party members might feasibly be able to keep up with magic items.
Maybe it'll be something like Saga, where getting the right talents (in this case, feats, I think) lets you add 1/2 of your armor bonus to the given stat.
The picture will counteract it somewhat, but not getting random tidbits like monster weights will hurt.
I wonder how long it'll be until somebody makes a GSL product that's just a page worth of description for each monster.
It looks like the only "prepared" spells might be the per-day ones.
Characters are going to be getting one power per level, apparently, so that's at least 30 or so spells (not counting ones gained from feats or magic items or whatever).
Except for the cleric and paladin, they're not healing themselves - they just weren't seriously hurt in the first place.
John McClane probably uses up all his healing surges for the day through the course of Die Hard, for instance. ;D
Not in nearly all settings, though, which is the problem.
My thought is that there will probably be feats to allow sneak attack to be used with other weapons.