3) DEX-mod to weapon damage. Or for that matter, ANY mod to damage with weapons other than STR. Yes, including ranged weapons; in fact, DEX-mod to damage there is why ranged combat is overpowered in 5e. Also, crossbows shouldn't add any ability mod to damage period.
I have to agree with this one. It makes no sense to me that using a finesse weapons you would get a damage bonus based on your DEX. I understand the DEX mod to attack but your damage bonus should still be based off STR. This goes to the "if the players aren't superheroes then it surely cannot be fun" mentality that is ingrained in 5E. This leads into my biggest gripe "quirk" with 5E and that is damage in general.
The trend began back with 3.0 and has just gotten worse over the years. Somewhere along the line this new thought was ingrained in the new generation of players that less is somehow bad and less fun.
1.)
Weapon damages got higher across the board. We added Versatile tag and increased damage with each. Forget the fact that there has always been a large list of 1handed, 2handed, and even some "versatile" weapons such as the Bastard Sword...but now we need to muddle it up even more. Heaven forbid a magic weapon drops and a player might not be able to use that as his preferred weapons....oh wait, nevermind because if he is a fighter he can use everything under the sun at first level anyways. Lets make sure we give light weapons that finesse tag so the Rogues, Bards, Dual Wielding Ranger, hell even the Wizards can hit and damage as well as the Fighters since they stacked points in dex.
2.)
Armor Classes got higher across the board. Lets throw away half of the class based armor restrictions of earlier editions or give them feats to use other armors. Don't like the common sense restriction that your rogue or ranger cannot sneak in chinking chain mail? No problem, we will give you a feat that allows you to just ignore the reality of metal on metal might make noise....oh and lets make that armor give you an even higher AC that it normally would. Guess the game needs higher AC because of the first gripe, higher attack.
3.)
Attacks abilities went up across the board. So this one is a tough one. I agree that the 1E/2E base options to say a Warrior might sound boring to someone who started with newer edition. The Warrior was THE fighter. They could wear the best armors and got the most weapon proficiencies. They were the only class able to specialize in a weapon giving them hands down the best attack ability of any class. The Paladin and Ranger couldn't specialize so their attack was just under the Warrior but they made up for it with class based abilities. Now I can see how they could add to these classes with some specialized attacks. Look at the Battle Master and all of his maneuvers. I like that concept but I hate it's implementation. The Warrior already has a higher attack skill than any other class so why not give him some maneuvers that if executed do your weapon damage + a special attack such as trip/push/disarm/etc. Instead that isn't enough, we need to do weapon damage + superiority dice damage + an ability. Couple this with the higher damage we already see from weapons and the damage gets even higher. Even at 3rd level a fighter using just a single attack with a great sword could be doing 2d6 + STR bonus +1d8 Superiority Dice + whatever ability the maneuver granted, compared to the 2E Warrior with the Two-Handed Sword doing 1d10 + STR.
That was just the Fighter example. You still have your Hunter Rangers using their Hunter's Mark + Colossal Slayer, coupled with their 2 weapon fighting, boosted by their DEX. Your Rogues with their Sneak Attacks every round (no sure how that qualifies as any kind of sneaking), etc. Hell we can even have our Clerics hurling Fireballs. Your casters are all throwing damaging cantrip (which I am ok with) but they are doing as much damage or more than the other classes with them. Was there any reason casters couldn't be throw 1d4 or 1d6 cantrips when they didn't have spells to cast? Oh yeah...thats right, the last reason is why they need those big damaging cantrips.
4.)
Hit points went up across the board. So everyone hit points went up. Classes get more, monsters get more. Healing is fast so those dungeon crawls with item and spell attrition are a thing of the past. Need to heal up and low on spells, no problem just hold up for an hour and spend some hit dice. Next room might be tough, no worries just charge in and blast away all your abilities because we can just rest up and be full after. Of course along with more hit points for everyone and more damage output by the players means we need to increase the damage output by the monsters to "try" and make it a fair fight. Now if everything was equal and we just had larger numbers then combat should be similar....oh wait everyone is hitting easier and harder. The fighters are using bonus actions to heal themselves in combat, and we are downing potions left and right. Better up that monster damage!
So what we have now is combat that reminds me of diablo. Long gone are the drawn out tactical combat and what it's replaced with is a "faux" tactical battle. It's really less tactics and more about how your party can stack their bonuses to burst damage and kill the monster with big hit points and attacks before he kills the players with big hit points and attacks. Battles that in older editions might have gone 8 rounds are now luck to last 2 rounds. Monsters you may have avoided in the past you now rush right in because IF it manages to drop one of you before you burst it to death, we can just get you up with spare the dying, healing potions, healing spells from the cleric/bard/hell any class using the Magic Initiate feat, or if you are all out of everything else, just barricade the door and rest up for an hour. Right as rain.
Now I am sure plenty of people are going to bash me for this one. This is purely my opinion and my biggest problem with 5E. I don't think 1E/2E/3E/4E/5E is any different when it comes to the role playing aspect. Some will tell you that 5E is closer to old school AD&D? I think that is BS. I think the only thing making it similar is the DM and how they run the RP part of it. Mechanically it's nothing like it. The classes aren't similar, the races aren't similar....they only share names. 5E is a fine game and I am glad so many people love it but it's a victim of the more is more mentality these days imo. I just think we went too far and it seems to get even worse with every book as they add more options. Last count I did I think there are 83 Class options (subclasses) and 23 race options (subraces). The idea that more options gives you the opportunity of making a unique character is laughable, they are all just mishmashes of each other.
Big-boy pants on and braced for impact! 