I’m just going to note that I enjoy 3.X edition, and I am currently playing it. I think that it has made many improvements over 2ed, but I also think that it isn’t perfect and there were some things about 2ed that were better.
I miss second edition priests. I miss the fact that every priest under second edition had different granted powers and different spell lists. I know that there are Prestige Classes for priests, but there are only a limited number of these, and you have to buy more books to get access to them. The old Legends and Lore made every priest a different prestige class based on deity choice. I miss the fact that you could play a priest that didn’t even have access to the curing spells. This is quite different from not taking curing spells, especially since casters can spontaneously cast cure. Nowadays, some fighters simply view the priest as a #D8’s of curing. It’s like crack for the fighters. Fighter- “Hey man, I’m wounded give me another curing. I need another one.” Priest- “Nope, I’d really like to have spell X for the upcoming challenges. No curing for you until the end of the day.”
I miss multi-classing spell casters from 2ed. I’ve given multi-classing as a spell caster in 3.X a chance, and I have to say that it doesn’t work nearly as well as multi-classing as a fighter or rogue type. A multi-classed 6th level wizard/6th level priest just isn’t on par with a 12th level priest or a 12th level wizard. Those higher level spells make all the difference, and at 12th level a 6d6 fireball just isn’t all that impressive. Now, I realize that there are Prestige Classes such as Mystic Theurge and Arcane Trickster that have been added, but this requires them to add Prestige classes for every possible combination and once again requires the purchasing of more books. It also narrows the types of mutli-class casters you can have. Yes, the GM can modify all of this, but I wish that the multi-classing option in the core books worked for spell casters.
I miss the rapid speed of designing up characters – especially at higher levels. It takes a lot longer to design up an effective character in the new system with Feats, skills, sta bumps, and magic item creation feats. With more complexity, more options, and more rules, 3.X has lost one of D&D great strengths. This also made the characters easier to play. While I like the diversity this affords, I wish that it hadn’t comprised speed.
Clearly defined party roles- All of the diversity opened up the classes is a great thing, but it can often lead to imbalanced parties. It used to be that the GM could look down and go- let’s see I have a mage, a priest, a thief, and fighter. I pretty much know what these classes are capable of since all fighters/mages/thieves… a fairly alike, it was the role playing that differentiated them. They all had different areas of expertise. Now you can have the same party with everyone stepping on eachothers toes or worse whole skills missing when it seems like they should be there. Example: GM: presents party with a locked door. Fighter- I’m a dex based fighter, I can’t bash it open. Thief - I don’t do the open locks skill. Mage - I specialized in Y, I don’t do Knock. Another example: Hey, the whole party specialized in distance damage and light/no armour with low cons, who is going to take the hit if the BBEG runs up to us? I think that a lot of people hate the class system in D&D, but in some ways the structure provided by classes allowed for balanced parties.
I miss the wonder and uniqueness of magic items. Getting a +1 sword or a +1 ring of protection has lost its specialness. Hey, with X gold I could have made this myself. In addition, I’ve noticed that everyone seems to prefer to trade in items that are not optimized for their vision of their character in lieu of getting some preferred item. This takes out some of the wonderful moments in gaming where some seemingly useless item suddenly saves the day. Who knew these bolts of Water Elemental slaying would come in handy? I think that the magic item creation feats are a great idea, but I feel like with so many spell casters, magic shops are like fast food chains. Yes, you can have a low mana world or you can ban magic item creation feats to bring this wonder back, but now you have to take something away from the party to do this, and you have to provide something to the spell casters in compensation.
Last but no least, I miss the slower level advancement. In 3.X, I feel that characters are flying through the levels so quickly that you don’t get to know your character’s abilities as well at each level. It used to be that you would spend enough time at each level to really have tales associated with each level. Also, your magic items outlive their usefulness more rapidly. That +1 sword you got two adventures ago, just isn’t so nice anymore now that you are three levels higher, and the GM has to up the challenges more rapidly for the players. Yes, as a GM you can slow the advancement down by awarding less XP, but not all GMs are doing this.