For me there are both big things a littler ones.
Big Thing #1.
Cleric and Rogue build options.
- I liked having lots of Cleric Deities and Rogue Schemes to choose from, compared to the insufficient amount of the last packet, but that doesn't mean we won't get a decent amount at launch
Yes. Earlier packs had much more immediately flexible clerics and rogues, with a greater range of designs possibilities. Viable rogues could be built with Dexterity almost as a dump stat if you wanted. That's no longer the case. The very first pack had rouges with the ability to select two backgrounds (the second had to be thief or Thug; I still think that was brilliant, and should be brought back.
Big thing #2
Skills not tied to a specific ability. The skill system has become less robust as we've progressed, and it's taken us away from ability checks being the primary thing.
Some
little things (in which I recognize my views may be idiosyncratic):
1. Laser clerics gone. The wording of burning hands (the cleric combat cantrip) was changed so that it's a save-to-avoid rather than an attack-to-hit. This, for me, removes a longstanding build possibility.
2. Necromancer. Back when feats and backgrounds were combined, there was an attempted presentation of Necromancers. It was evocative, with some terrible flavour text, but it was something that could be part of the design of a cleric or a wizard equally, and was a cool implementation.
3. Tools. Tools and proficiencies have become clunky and inefficient, I feel.
4. Ability boosts. I'm not wild about the +2 to an ability score as the default advance, and would be fine if that weren't even available.
5. Half-races. I don't like half elves and half orcs being cast among the optional races. They suffer so much growing up anyways, isn't this the final indignity?