...this, which I can see the rationale for. I love the idea of there being lots of magic items in the game. At the same time, I loathe the idea of "wish lists", and prefer that the items found be random without regard to what particular characters happen to be looking for them.
Well, I'm afraid you're almost certainly going to have to accept that some people like, not necessarily "wish lists", but
aiming for particular goals over time, which will include items. It's unavoidable. The existence of cool things inevitably will mean some people--indeed, a
lot of people--will desire some particular thing or range of things to actually happen. Not "on command" but, y'know, looking forward to it. The design of the rules, even going back to 2e as I recall, VERY much punishes folks who don't specialize when it comes to directly usable equipment (armor and weapons mostly, but occasionally a couple other things that 3e would have called "wondrous items"), so such thinking is kinda encouraged by the rules themselves anyway, and has been for the vast majority of D&D's existence!
This doesn't mean that you, personally, need to start liking or using "wish lists" or whatever. But it does mean that, if 6e is going to like...succeed, in any meaningful sense, it's going to need to be
compatible with their interests. It should also be compatible with yours, to be clear. It probably needs to default to one or the other, but it should not put up barriers to doing it the other way--at all. Overall, I'm generally inclined to think that a
mild lean toward "I would really like to encounter certain items
eventually" is unavoidable, again because the game makes specialization so important and thus punishes generalists rather significantly.
Alternatively, do you think you would favor something that would, say, allow a Fighter to personally retrain herself to using a new Fighting Style over an old one, if they simply
encountered a cool thing that they like better than their current weapon? Or something that would allow them to expand their repertoire over time, so that the "golf bag" approach is actually rewarded, rather than punished?