Third, provide toolkits. Noncombat challenges are a great example of an area where this would be helpful. Just as the Monster Manual provides a whole lot of components from which to assemble combat encounters, the DMG could provide components to assemble social encounters or exploration challenges. (Please do not refer me to 4E skill challenges. I have an extensive rant on the subject, but this is a 1D&D thread.)
I think the game needs this, badly.
Using D&D Byond's encounter-building tool recently, I was really struck by the lack of a social encounter or exploration-bulding tools.
And look, I get it - I've been playing various versions of D&D and other games for 45 years, I'm well aware that one can do all that without rules, or with loosey-goosey rules.
But, what if? Just, what if you had a system that took the skills, passive skills, and even ability scores, and laid out how each can affect or be actively used in common social situations, and in different ways in different kinds of situations. Include a system of NPC (and monster?) dispositions, each affected (or not affected), positively (granting advantage to the PC) or negatively (disadvantage) by that array of ability scores, passive skills, and active use of skills. Is an NPC hard up for cash, is a monster defending a nest, are the bandits looking for a leader?
I can imagine another counter-argument, that it would be too had to cover all the possibilities, to which I shrug and say "5E
combat doesn't cover all the possibilities".
That said, I won't be surprised if the three pillars of play concept doesn't even get mentioned in this new edition. We've only had the two playtest docs so far, but there's nothing in them to suggest more support for social and exploration stuff. 5E brings it up but doesn't support it much, so I can imagine them learning the wrong (IMHO) lesson and just not bringing it up.