All I want is Modules like they promised us during the playtest.
- Advanced tactical combat module (facing, flanking, stances, maneuvers)
- Narrative control module (super-inspiration, scene-framing, aspects)
- Social intrigue module (influence, factions, politics, legal systems)
- Domain management module (build a castle/temple/guild, gain followers, piss off your neighbors)
- Crafting magic items module (preferably three very different versions so that none becomes the de-facto standard)
This. Essentially, guides on how to torture the system into other things. I am pretty good about this, but it's always nice to have some baselines to work with.
Truth, 5e is very solid. It doesn't need a lot more. It's focused, it's fairly flawless in a lot of ways. Probably my second favorite d20, and maybe my first explicitly D&D.
I mean, except for a warlord... and some tables