I'm hopeful that 2024 D&D stewards a lot of new players into the game as a communal/shared activity and encourages/supports a lot of new GMs. Their approach with shorter adventures, more public play, and more teacher/club support is great. Hats off to the folks pushing that front (I know Shawn Merwin penned an intro adventure for educators)
For my purposes and the folks I game with (hardcore multi-system gamers with many GMs among us), the 2024 juice isn't worth the squeeze. There are good fixes, there are strange steps backwards, and there are big issues (that I personally have) which go unaddressed. Monsters, exploration, chases, and structured roleplay / "skill challenges" are pain points for me carried from 2014 into 2024.
I'm not the target audience (which is good). Even so, I do have concerns about the impact their design changes will have during play for new GMs - whether my concerns are founded or not time will tell.
Edit: Oh, I voted "stick with 2014", but truth is more like "heavily house ruled 2014, may allow bits of 2024 PCs (same as with Kobold Press & A5E, etc), and also very happy with other games besides D&D."