That's because it *isn't* a campaign guide, as I keep pointing out. It's a player's guide, and as such, has about the same level of setting detail as you'd expect for such a product.
Perhaps. Although I am left wondering why so many DMs seem unable (or unwilling?) to fill in the blanks themselves. I'm pretty sure that's what WotC is hoping we'll do. I think they're leaving a lot of detail out on purpose for that very reason. I've been saying all along that 5e is the DIY Edition of D&D. WotC is running D&D on a skeleton crew. They provide us with the coloring book. It's up to us to color it in. (Or they provide us with the dots and it's up to us to connect them.) Etc etc.
What's the point of a player's guide without a campaign guide?
But I do get your point.
Its has too little crunch and player options to be a great player's guide either.
Look at the 4e verison. You had the Swordmage class with levels 1 to 30, filled with countless swordmage spells, you had two subclasses for swordmage, one Genasi and one more elvish, you had paragon paths, including one with shadow magic.
You had Dark Pact warlock, with spells for spells for levels 1-30.
You had Genasi, with 5 subraces, Genasi based paragon paths.
You had feats for moon and sun elves, you had channel divinity feats, you had divine paragon paths, and more.
Compare that to a handful of subclasses and subraces, and some backgrounds, a few cantrips.
Elemental Evil almost has more player content and that was free (if it had some subclasses it would have had more).
Its because your wrong about it being only a player guide, it had too much focus on fluff.
When player content is a small fraction of the material, its not a player's guide.
The truth is it was a mix of FRCG setting, Sword Coast Regional guide, and player's guide and it didn't have the space to do any of that justice.
And WotC over charged on top of that.
It wasn't fair to Green Ronin to put them in that position.
WotC should take a note from how White Wolf handled the world of darkness when the company that bought it didn't want to invest in RPGs anymore.
They licienced to Onyx Path, which has revolutionized both the New World of Darkness and the Old Work World of Darkness, releasing a new editions of both that are vastly improvements.
Onyx Path took an IP and not only saved from slow dissolution, but resurrected a dead one and gave it new life.
Paizo did the same with 3.5, and then created thier own wonderful setting from scratch.
WotC/Hasbro should do the right thing for the D&D and lease the table top and novels to either Paizo or Onyx Path, they seem to be the only ones big enough to do so.
Paizo has the experience in D&D and has alot of former D&D people on staff or as free lancers and Onyx Path has some people experienced in building multiple settings.
Onyx Path alone has settings with in settings. Like NWOD would be like D&D 5e and OWOD would be like D&D 4e if they were different universes.
2e NWOD settings has like had 2e Werewolf: the Forsaken, 2e Vampire: Requiem, Mummy: The Cursed, Demon: The Descent, Beast: The Primordial, and soon coming out with 2e Promeathan: The Created, 2e Mage: The Awakened, 2e Changeling: the Lost, and next year 2e Hunter: The Vigil.
For OWOD they've released a new verison of Vampire: The Mascarade, Werewolf: The Apocaypse, Mage: The Ascension, and Wraith: The Oblivion.
Other Settings they're handling, Cavaliers of Mars, are Pugmere a setting about bipedal dogs set after the fall of humanity, Exalted an Anime style setting, and they're working on a 2e Scion and Trinity.
I have no doubt that Onyx Path can handle the Forgotten Realms and D&D, and before you say but they have no experience in D&D, many of the people that work for Onyx Path worked for White Wolf that created content for Raven Loft and Onyx has a wonderful system in place where they will likely reach out to D&D experts and build teams and stuff. As far as I can see Onyx Path is thriving and so could D&D and the Forgotten Realms in thier hands.