So with the news that Monte Cook is coming back to WotC R&D, I've been thinking about what I'd like to see in 5e. I have played both Pathfinder and 4e extensively and there are elements of both games that I'd like to see in a Fifth Edition.
Starting off, here is what I LOVE from each game:
I will just use your thoughts as a guideline and comment where necessary from my point of view.
4e
Saves as defenses
Implements that add magical attak/damage bonuses instead of having charges
Static HPs
Point Buy
Self-contained monster stat blocks
Saving every round vs. spells/conditions
Healing Surges
Inherent bonuses to remove magic item dependency
Consolidated skill system
Heroic/Paragon/Epic tier support
DMG chart of expected monster bonuses/damage output per level
Codification of status effects
Combat Advantage mechanic
No cascading buffs
Rituals
Immediate/Standard/Move/Minor action system
Action Points
1/2 level bonus to defenses/attacks/skills
Skill training rules
all this, but I also liked some simplification from Gamma World (no need for feats, specific items, level = bonus to defenses/attacks/skills.
Pathfinder
Distinctive and unique classes
Distinctive and flavorful magic items
Rule books that are fun and enjoyable to read
Wide variety of flexible spells
Multi-classing
Equally easy to run both narrative and mini based combat
CMB/CMD based maneuver system
Hm, no.
The classes are to too unique. Rage, Ki, Grit.... points? Totally different resource managements for martial classes spell casters and Grit.
I don't consider the items more flavorful.
I enjoy the rulebooks to read... but I enjoy my novels and story books and even comics more.
Flexible spells = useless non-spellcasters

(putting ranks in a skill each level or choosing 1 spell?)
Multi-classing is still bad for spellcasters.
Narrative combat isn't easier to do than in 3.5.
Ever resolved throwing a fireball at an approaching goblin horde in narrative combat?
Really using monsters and/or weapons with reach?
The maneuver system is still not as good as some solutions from other companies (Mutants and Masterminds 3rd, for example. Or 4e.)
And here is what I HATE about each:
I will do this point for point:
Not more than in Pathfinder. You can winging it in both.
Powers are too limiting/fiddly
Please explain.
Rituals are cool, but need some that can be combat applicable
No, this is what powers are for.
Powers and classes are cookie cutter/feel the same
They do not in my opinion. Can you give an example?
Magic items are too fiddly/limited
They do not in my opinion. Can you give an example?
Horribly limited multi-classing/hybrid rules
Right, they could be better, but I wouldn't say 'horribly'.
Rule books that are boring to read
Could be, depends on personal taste.
No mid-combat encounter power refresh mechanic
Some leader powers, items, class features.
Pathfinder
Random HP and hit dice
Easily houseruled.
Too many fiddly combat rules that serve little purpose other than to annoy: (Crit confirmation rolls, can only charge in a straight line, double counting diagonal movement, etc.)
Yes.
They removed some, but I agree that there is still work to do.
YES
15 minute adventuring day
See my class commentary above.
I liked the beta rules, when nearly all schools gave gave limitless access to a ranged attack SU/SP. But the changed it back in the final release
As you can see there is a lot I like about 4e, but the mini's are mandatory, cookie cutter classes and fiddly powers really really kills it. This is where the "4e feels like a boardgame" meme really comes from.
Already commented above. I'm not sure D&D will ever change to be mpre like FATE, Cortex Plus, ...
and I'm not sure I want it. I can play those games for this.
Pathfinder really excels with fun, flavorful, and unique classes. My only complaint is that too many classes powers rely on a daily refresh mechanic as opposed to something a bit more encounter based.
If they can solve your complaint and balance the classes more, I will happily by Pathfinder 2nd.
...
Make inherent bonuses a core rule,
Isn't it a core rule? It is in the builder and one of the DMGs. Where should be placed else?
and make magic items both rare and powerful with enhancement bonuses that overlap but don't stack with inherent bonuses.
No. Rarity either means:
1) no one gets them -> they are irrelevant.
2) everyone gets them despite their rarity. This means the math is of with the characters being to powerful or there will be item dependency again.
3) some characters have them and the others not. The former will be more effective, gaining automatically more 'screen-time'. The others will be jealous.
I'll also give a shout out to M&M 3e which actually offers the flexibility of Fort/Ref/Will saves that act as defenses or as rolls depending on the situation. Thats also something I'd like to see in 5e.
Isn't this mechanically the same and just a flavor thing? Not opposed to it, but not necessary and easily houseruled.