I disagree. The D&D audience is deeply fractured and most have a Dunning-Krueger like view of their own abilities. Outsourcing ANY design to the fandom would result in a near useless collection of contradictory rules and suggestions that ranged from simple "roll a die for success or fail" to complex and fiddily subsystems that require multiple steps to complete a single task.
Let the fans give vibes checks on things, but I don't want the community crowdsourcing any elements of design. There are hundreds of D&D clones built off the SRD if you want that. Some are even good!
I agree with this. Most D&D fans know almost no other games, and some just want old outdated gamedesign back, while some believe some publishers that their illusion of choice gamedesign is brilliant and this points in opposite directions.
On top of that WotC is also not that good with handling feedback (or adking the right questions).
And a big problem of 5.5 is that it is incoherent design and having more different community feedback for different parts would make this worse not better.
I just yesterday compared the monk with the ranger, and the difference in design is huge... not quality, design philosophy.
Both have subclasses at 3,6,11, while the ranger needs to have hugr power coming from the subclass, the monk has almost no power budget for the subclass, they even mived the power spuke from the normal level 11 to 10 by having it in the base class.
Monk got less non combat things while all other martial classes got more.
Monk get an immense powerfull level 20 keystone which is as general (and numerical powerfull) as possible, while the ranger got a highly specific and really weak one.
These class upgrades really already feel like made by different people so what is missing is 1 key gamedesign guy with a consistent vision and good math skills.