if you're quoting mearls here and i think you are, you might want to make it slightly more clear for people who haven't heard his opinion on BA before that you are quoting and that's not just your own thoughts, unless those are your thoughts.
Those are very close to my thoughts! To expand a bit:
Players naturally want to fill each available action with damage output. Burning through an encounter faster is strictly a better way to play. However, the game (both 5e and 5.5) is not designed for that. It could be, but in its current incarnation there's no
design around the action economy.
What does that mean? If 5e were built around it, we'd see a much clearer, coordinated, and purposeful use of each action type. Instead, the action types are used more based on vibes or whim. That is the root of 5e and 5.5's serious problems with slow play. Players struggle to mesh their available actions with what's on their character sheet, and they spend time trying to find an outlet for a bonus action or reaction.
For instance, the design might assign each action type to a specific, core activity a class uses. For instance, for the fighter:
- Action: Offense
- Bonus Action: Control
- Reaction: Defense (say, within melee range)
So in this set up, you might have a basic attack action, maneuvers that are bonus actions, and buffs to defense that sit in reactions. A maneuver might be a trip, a charge, a push, an option that lets the fighter draw aggro, and so on. The core loop the fighter player learns is: attack, pick control effect. When it's not your turn, pay attention when you or someone in your melee range that you want to protect is attacked. That speeds things up and gives the player a distinct character to play.
You still have a lot of variety for design, but the structure is something a player can master. You could even repeat that structure for different classes, but vary the options based on flavor. A class like the cleric or druid might have a different structure (maybe the cleric's bonus actions are healing and buffs, and the action is either offense or control). The paladin might choose a smite or mundane attack as an action, assert an aura as a bonus action (in this world, auras provide healing), and use a reaction to rebuke an enemy.
Non-combat stuff can sit outside this. Since non-combat has parallel processing (we all scan our character sheets at the same time to see if we have a way to get across this chasm) it doesn't need as much structure.
You can then also vary the formula as needed (maybe a later paladin subclass or build uses more spells, so they get a casting option that displaces smite).
In my own design, I have dropped bonus actions and reactions as a core element. Instead, classes that need those structures get mechanics that let them act as needed. For instance, the monk gets a pool of action points each turn. They can spend them on strikes, defenses, movement, and so on, to capture the feel of a mobile, flexible warrior.
All IMO and based on my experience, of course.