Agreed. I've been using the 3.5 version of crits from day 1 and it is working great.[*]Crit rules - terrible. They do not differentiate weapons from each other and as a result, the weapons list is compressed yet again because of insufficient differentiators. If running the game I would use 3.5 crit values and balance be damned.
I'm not much on the word "mandatory", but they are certainly a no-brainer for my own game.[*]Feats - should be a mandatory, base part of the system and much more extensive.
I'm very underwhelmed by the available selection.
But, it isn't too hard to look at PF/3X feats and merge a few or bump them to match 5E
I'm retooling a lot of pieces for my next campaign and armor will be part of that. But I don't think it needs much, it is pretty close as-is.[*]Armor - Amazingly, worse than the 3.X list, easily the worst part of that system, with a total failure to give any reason to use more than a few options. DEX minimums need a complete revision with scaling within types, chain shirt needs moved to light, bare minimum. Armor charts might seem like an unimportant thing, but since lots of characters wear armor the "mithril breastplate or GTFO" of 3.X got old a long time ago.
I've certainly shared a but of this, but in my case it has simply served as a muse to create new things that fit the system.[*]Magic items - DMG list is unusable. Magic items are expected to be far fewer (unacceptable) and far less powerful (unacceptable). D&D has always been a system where magical items were important. Customized items are basically gone, and some iconic items like the Frost Brand are essentially gutted. This is the biggest thing that would mitigate against playing in this system as opposed to running it - the fear that a DM might actually use this train wreck. D&D should not attempt to duplicate fantasy where magical items were rare or nonexistent; lots of items are not optional. The DMG was a total waste of money for that alone.
Note sure what you are getting at here.[*]Saving throws - lol.
I like the system.
Their seems to be a culture of "the game should do everything by itself and still be as good as a game where a good DM is facilitating". I got no solutions for this. I just ignore it, pick the best game available and worry about my own table.The player base is also still way too concerned with "unbalanced" options. Balance is YOUR job. It's not the systems job. Players need to quit shoving their job off onto the game designer. You know what your group wants, he doesn't.