Lancelot
Adventurer
not just them, but the idea of concise, purposefully-designed modules, the rules for managing a Domain, dual-classing (aka gestalt characters). it looks like there's plenty missing.
and it's not as if i'm saying i'm completely disenchanted with the game, i'm merely frustrated that a company with the resources and time that WotC had couldn't manage to squeeze a bit more into the most hyped book of their core line.
Has anyone said that the rules for running a domain aren't in there? I've heard the contrary; that there are expanded rules for Downtime that include activities like running a business or domain.
As for dual-classing, do we REALLY need more pages on this in the DMG? You want to play a fighter/wizard. Take 1 level of fighter, then 1 level of wizard. Or play a warlock hexblade. Or play a fighter (eldritch knight subclass). Or play a fighter with the magic initiate feat, with arcane cantrips and a daily spell (at 1st level). Or play a dwarf wizard with medium armor. Or dozens of other options. 5e multiclassing / backgrounds / feats are already more flexible than any previous version. But you want an entire module on this material that is going to take something else from the 300 pages of the DMG. My question is one of priorities - what the heck are you dropping for this module (which I, personally, would consider a waste of space)? Do they drop magic items? Evil character options? Random dungeons? Monster CR index and rules for building them? Magic item creation guidelines?
As for your comment around "surely a company with WotC's resources and time...", do you realize their entire pen-and-paper development team is less than 10 people? I work for a small IT company that produces a handful of products, and we have 500 staff. I cannot even imagine using a team of only 10 people to create an incredibly complex creative work that has to not only satisfy countless thousands of online nit-picking grognards who have been playing for 30 years... plus win market share back from Pathfinder and others... plus attract new players... plus be beholden to your desire for incredibly specific customization modules that only apply to 1% of consumers who will be acquiring the product.
I'm already impressed by the depth I've seen in this DMG. Look at the tremendous wealth of optional components that we already know are coming: examples of new races, evil character builds, magic item creation guidelines, new downtime rules, alternate spell point system, alternate rest/healing options, random dungeon creation, monster creation/modification rules, and much more. That already puts it ahead of most previous DMGs (excluding perhaps the BECMI Rules Cyclopedia, which remains the gold standard, in my opinion).
Sure, we're *probably* not getting the 1e DMG Random Prostitutes Table, but still. Judge the book once it's in your hands. Based on what I've seen so far, I think the WotC team are doing an excellent job of packing the book full of useful material - including plenty of optional rules and components.