While that idea sounds compelling, I think I'm more inclined to stay with this thread. This is the first time I have ever felt true progress toward mutual understanding and perhaps appreciation. The biggest problem has always been the different ways of thinking that Big Story peeps seem to have as compared to Big Challenge peeps like me. Big Story peeps seem to eschew labels and generalities, whereas Big Challenge peeps tend to see labels and generalities as necessary to meaningful communication. Invariably therefore discussions about playstyles tends to therefore devolve rapidly from discussing the issue to discussing the discussion or arguing over labels. (Steve sighs as he realizes he will invariably catch heat over his use of labels in this paragraph....)
Just assume I told you off for it. I want to.
I already want to go berserk anytime anyone puts credence in GNS or dissociate mechanics or any of the other stupid, counter-productive, labels that saw such heavy use in the edition war. (Heck, 'edition war' is a 'label' that can set some folks off, but if you don't acknowledge that bad things have happened, they'll just happen again.)
In this thread, you and Hawkeye have been invaluable in bridging that gap. Your continued focus on the merits and meat of the different playstyles rather than the discussion of the discussion allowed the dialog to continue to a point where we started seeing peeps contributing on both sides. Also your even handedness encouraged the rest of us to limit our rancor and rhetoric....at least most of the time (somewhat guilty smile). You also fine tuned our arguments to be more clear.
But I don't know if that can ever be recreated lol so I am riding this horse to the finish line lol
Complements are so rare on the forums, I'll take it.
5e is certainly worth playing. It fixes MANY of 3.5's and previous editions' problems. Its a strange dichotomy though - its almost like they scatter shot balance and structure and left the editing/project overview in the hands of a right-brainer. Amorphous, incomplete, and inconsistent is the best way to describe 5e's rules. The idea that it was intended to be that way (as some here have suggested) is the most disturbing thing. And the modules are all made for Big DM and Big Story....not so much as a nod to Big Challenge or DM Light. It screams "screw you 4e guys, time for us to eat cake now!"
One funny thing about this conversation is that I look at how you describe your desired style, and how I ran/played 4e, and don't feel like we had a lot in common.

Yet, I do get the same impression that 4e was, at best, last among equals when 5e was being designed. There's lots of 4e in 5e, but it's in tiny bits, when it was the structure that made 4e what it was. A game that had no details in common with 4e, but had a solid structure and clear/consistent/balanced rules would feel more like 4e than 5e or 13A do.
But, yes, it is intended to be putty in the DM's hands, even if that does make a mess at times. It's DM Empowerment. 'Make the game your own!' 'Rulings not Rules!' 'Classic feel!' are positive ways of putting it - Negative spin is just as possible 'fragile balance,' 'needs to be fixed,' 'unplayable as written,' 'needlessly complicated' etc. :shrug: And, really, who needs any more negativity after surviving the edition war?
So, yeah, impose what you need to on 5e to make it work for you. In your case, to make it more 'DM lite' do that work up-front, before the adventure or even at the start of the campaign, and get it into shape to run above-board.
Just wanted to point out that D&D 5e does in fact choose to emphasize one over the other based on what it learned from the playtest and subsequent surveys and sales data, and it seems that choice is not one you prefer.
Yeah, I participated in the playtest and did the surveys. They never asked the questions they'd've needed to in order to find out what I wanted. So, 'meh.' 5e was going to be a return to the classic game, with faster combat and smaller numbers - the only questions were around what made the classic game classic, and what could be paired away in the name of the other two goals. The less-classic game was going to be covered in optional rules & modules. 3.x was, in a definite, if still inadequate way. 4e, not so much.
My question is, why is it so important for you to have WoTC release an official change to fit your playstyle?
First of all, there'd be no 'change' at this point, it'd be some triple-ripple-vanilla-road-monkey ex-post-optional
nth-string module at this point. And the reason is, of course, to have it rather than make it, and to be able to fairly smoothly use it with others sharing the preference.
The other question is, why is it so important to deny those options that the game has provided in the past, to people who may want them, again, in the current edition?
They're options, they'd be forced on no one. They're non-core, they wouldn't change the face of the game. With WotC farming out most D&D projects, page count and development resources do not make it some sort of zero-sum game. Other business reasons are business reasons for WotC to consider, not reasons for fans on a forum to stridently oppose such additional options.