Yes, we're getting old, and WotC should account for that by ignoring us. We have our games already. They need to make games for the younger generation.
If that's true I guess I'm an exception to the rule. I've been playing (on and off) for over three decades now, from the hey-day of AD&D in the early 80s to 4E and (hopefully) 5E. But I've never found my One Edition To Rule Them All. I personally like change in the game, I like trying out a new approach to the Greatest Game In the World* (*aside from the Mesoamerican ballgame, of course).
For me the One Edition To Rule Them All is more like a Platonic Idea than an actuality; it is something to strive for, but also something that seeps into all editions...which is why "D&D" is more of a mind-set than a specific rules-set. I find 5E inspiring because it seems like it has a lot of potential to facilitate that mind-set, and it (potentially) does so in more of a minimalistic, guiding way than a "this is how you're going to do it way" ala 3E and 4E.
To put that another way, 5E seems like its harkening back to the more minimalist writing styles of fantasy from the 60s and 70s, than the (overly, imo) descriptive styles of the last two decades that Robert Jordan spear-headed and George RR Martin perfected. I like Martin, but I prefer Le Guin, Moorcock, and McKillip. I prefer when the story is a collaboration between teller and the reader's imagination, rather than a kind of info download that the reader receives. But I digress.
D&D next makes in-roads with a simpler system, but there is an underlying tension here: As a player, I want deep, intricate characters with deep intricate progression. I applaud the attempt to make a "simple" version for new players, but once you have the D&D hook, you want more. However, this is in opposition to the needs o the DM: Fast NPC creation, ad hoc resolution, simple to run yet memorable (to the players) monsters.
In a way, character development is a mini-game for players, mechanics plays into that. DMs are narrative driven, and burn-out, IMO, occurs when a DM is weighed down by trying to maintain mechanics. DMs feel like irrelevant, more like a computer (a bad one usually), than a storyteller/narrator. Most DMs thrive when the story is compelling. Thus the need for good published adventures (For busy DMs to grok quickly, be inspired by, etc) or excellent narrative-focus DMing advice.
Good post. I wanted to respond to this part. One of the things that inspired me about Next, at least early on when Mearls wasn't offering any details just design considerations, was that he seemed to be explicating many of the thoughts (and hopes) I had had for a new edition of D&D, especially "simple core, complex modules." Now whether or not they'll actualize this with the final product, the basic/advanced dyad nails it on both sides of what you're talking about, and it isn't simply a matter of "basic for newbies, advanced for veterans." Its "basic for everyone, and customize it as fits your campaign."
In other words, what 5E
potentially offers is a simple base for what we've all been doing all along: customizing and complexifying (house ruling) for our own particular preferences, but in such a way that most of the time we won't need to subtract-then-add, we can just add because the base will be simple and adaptable enough.
That's my hope, at least!
Grognardism is not the ultimate destiny of all D&D players.
LOL - that's sig worthy.