LOL I love all the feedback. I want everyone to know that even if I don't get a chance to reply to everything, I
am reading every post, and I will do my best to respond.
Something else to think about: I'm not sure you need to fill in features at every level for all classes. For full casters, getting access to a new spell level is their class feature at many levels. Classes that get some extras on top of that are getting some minor things; mostly small scalings of their other abilities. Giving full casters extra full-fledged class features at the same time they get a new spell level exacerbates caster's dominance at higher levels.
Yes, casters spells are a big feature. But I can't allow new spell levels to be the sum of their features because they get them every level but 10th. Even if the boosts they gain aren't powerful, I want them to get something.
On a related note, I am all in favor for giving other classes something as well to balance it out.
Design notes saying why you are making these changes would help.
As written, you are doubling offence/level and leaving defence mostly static. And you are adding nearly random additional buffs that do not seem to correlate with, well, anything in particular.
A large structural change, and random non-structural changes, and zilch reasoning makes me think this isn't useful.
The big design elements are removing ASIs and increasing proficiency so the game remains balanced in terms of every thing else. Also, I think characters have too many HP, especially at higher levels. Finally, many games seem to teeter off before reaching higher levels so those features are never or hardly ever experienced.
Defense
IS mostly static in 5E, as reflected in the idea that ever increasing HP makes up for it. I have removed some of the HP, but added an AC bonus by level. Again, I am trying to rebuild character classes while keeping it balanced with the rest of 5E.
My initial though is, if the point of this is to get to the meat of the game quicker, why not just gain two levels when otherwise you would gain one? Then you don’t have to change or alter any rules.
Actually, it should be obvious that was my jumping off point. But in removing ASIs and some of the other changes, I decided it would be better to restructure things into 10 levels. I also wanted to fill in the gaps for classes where not having ASIs made them feel empty. So, I've included several house-ruled ideas. Ultimately, some will go, some will stay, and new ones will be added.
This is primarily an exercise in game design since I do enjoying tinkering with 5E (I am a gnome at heart!

)
My thoughts exactly. The core idea of compressing the 1-20 progression to 10 levels is really cool on its own. The other changes I am much less interested in. Would be cool to see a version of this paired waaaaaaaaay down to its most fundamental form.
Considering the 9 spell levels, 10 levels was the least I could get it down to. Now, if I was designing something more in line with what most tables do (max 8-10 levels out of 20), I could see getting it down to 6 maybe.
The modular changes such as proficiency, HP, and AC are to try to keep this in balance with the current 5E rules. Otherwise, I would have to make even more adjustments to other areas. These changes might work and they might not, just my first take on it.
Posted just to follow it.
I'm not sure I'd hard-code rolling for hp into this. I like the variant (especially since it means dumping Con is now an option without making Con useless), but if someone doesn't want to roll, why force them?
Also: where are warlocks?
LOL Warlocks are coming! If not tonight, then tomorrow sometime.
The HP is hardcoded for the type of game I play, and want to try out with this. Maxing out HP, especially beyond level one, might work ok or might not. Some players like static HP, I don't. When this is done, if you want to try it, you can certainly do so with static HP of course.
Personally, I
LOVE the variant idea of two scores (CON plus one other) modifying hit points given the abstract nature they represent. It is one of the best ideas IMO and something I will probably pull into my regular 5E game whether I stick with this or not.
Sorcerers extra is metamagic. Warlocks is invocations. Both don't show up as line items, but are awesome.
Make metamagic points clumpy if you need stuff to shove on blank lines?
The metamagics are in the sorcerer's table, especially Metamagic Mastery. I love metamagic a lot and warlock invocations. I would love to see more done with both of them in terms of feature abilities.
But I find many of the invocations unimpressive so I am not sure what to do with them. This is one of the reasons why Warlocks haven't been added yet.