I think games should take some cues from earlier crpgs. I would like to see weight, food and water requirements. (1) I want death to mean something. I want the return of perma-death. (2)
I would like to see injury kits become first aid kits. The point it to stabilize the companion until the party can rest to better tend the wounds. Another companion would have to quickly assisst the wounded companion or death could occur. (3)
I want to see non-regenerating health, stamina and mana unless time is taken to recuperate. I would like the return of status effects like poison, paralysis and severe non-lethal injuries that take a companion time to recover. (4) If the companion continues with the party the injury will affect both in and out of combat performance.
If the injury is extremely severe companion would unavailable until recuperation is over. The companion would heal at a keep that the Inquisitor has acquired or be force to stay at an inn for that time period.
Locations should not appear on any map until either the party or operatives find them, get information about them from some source like purchasing or receiving a map. (5)
I would also like to vary the amount of mana used for a spell so it could have different power levels.
I would like more than three classes. In fact the ability to make a custom class would be nice barring that the (6)
Just a few suggestions
Some of these Bioware has done in previous games.
(1) Yes, I know, it's a puppy killer, but I'd be fine with food and water necessity as a toggle. There are still games that implement food and water, but don't require it as a necessity, like WoW. Weight requirements -- well, as I keep saying, there's one huge requirement. First, they need to calculate the weight of everything in the game. That's not a trivial problem (it may mean finding real world equivalents and running to a scale). Secondly, inventory would need to go from party inventory to personal inventory, as the STR of the party varies.
(2) As I keep saying on this one, people mean different things by "perma-death," but in general, perhaps that ("death should matter more") should be tied to game difficulty or put on a separate toggle.
(3) In general, they make injuries slightly debilitating in this game. A few minor penalties to combat and stats. They're also easy to remove/cure. I actually would agree with making this a bit more hardcore, since injuries are the main penalty you or your companions pay for "near-dying".
(4) There were still plenty of status effects in DA2: you could be blinded, confused, enslaved, paralyzed, knock-backed, stunned, silenced, put to sleep, and staggered. (There were also paths to resistance and immunity to many of these effects too.) Should more of your enemies used abilities against you that had those effects, should they have put back overwhelm? I'm down with that for DAI.
Many games poison and bleeding are continuous DoTs that will keep doing damage until you receive bandaging or a healing spell. Usually, though, over a finite amount of damage or time that will not necessarily result in death. I wouldn't mind the most insidious kind of poison being a DoT that will bring your health to zero no matter what, unless it's neutralized beforehand.
(5) This does seem to be how things work in DA. Maps are not revealed internally until you explore them, and you may need to discover new map areas to go to them.
(6) I hear you brother. I'll settle for a fourth class. Unfortunately, I doubt someone will even be able to write one as a mod. (There were fourth class mods for Origins.) Maybe we'll get one in the expansion. I'd love it.