Honestly, if they stick to previous policies, I think that:
- The simplest system could be done is
- Keep Wildspace as per the original Spelljammer (gravity, air bubble, etc.)
- Get rid of the phlogiston and crystal sphere, all the settings are on the prime but in different solar systems
- Use the Astral Sea as the "hyperspace medium", that you can reach through "jump points" a.k.a. color pools.
- So your Spelljamming helm is just your "engine" driving you to great but "conventional" speeds, enough for intra-system travel, but also able to push you through into "Astral Hyperspace", that you can explore on its own or that can be used as a transitive plane to outer planes or other areas of the prime.
- Stil have a sidebar explaining the original concept of crystal spheres and phlogiston for those who want to keep these settings separate.
I would wait until 5e Spelljammer before making too many assumptions.Nope. Most people never do and more often than not don't even realize they're regurgitating something that was expressed in yet another 3rd party opinion. If only more people understood the importance of proper source citation in these discourses. The lack thereof precludes any indication of an independent analysis, and it's all just their personal opinion that they're expressing, which is still important but completely useless in the dialogue.
Yaarel, your explanations are extremely helpful, and your analyses are phenomenal. I'm currently combing through AD&D's Spelljammer (1992) and will likely revisit 3e's Manual of the Planes (2001) next in my own analysis - had to digs these books out of boxes. Nonetheless, thanks for your post and comments!