Or more setting specific crunch.
IMO this is the point of the refreshed Core books, to work as a new point of entry using the best/most-popular of the crunch that has come out so far, so that new players aren't immediately overwhelmed with having to purchase a dozen books to get the experience that long time players are already having. It's a new baseline for new players.I am more than fine with an update of the crunch we have and as little new crunch as possible for the new 50 anniversary core books.
D&D, even with the core books only, is far from a system-lite game, and provides more options than many other RPGs. Having shiny new things is fun, but the fact that 5e has avoided system bloat that long is what kept me in the game. As far as I’m concerned, we’re already bordering the point of « too many options to keep each individual option meaningful ».
i love setting-specific options but with their multiverse approach, it’s harder to keep options somewhat thematically limited.
Subclasses aren't equally distributed across classes. If they were, each class would have about 7 or 8 subclasses, but some have a lot more than that, and others a lot less. Also, take into account that for some classes (like wizard and bard), the effect of subclasses is limited, and for others, most of the meat of the class is in the subclass and the effect of the subclass is archetype defining. Those classes (cleric/warlock/sorcerer) need way more subclasses than what they already have. there might be cluter and chaff in some classes -like in the above mentioned wizard-, while in others we haven't even scratched the surface.There are over 100 subclasses. I'd say the place we're missing the most "crunch" is in magic item frequency and variety, but I also find that super-easy to homebrew or steal from other editions/systems/games/etc.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.