What I personally would love to see is a BioWare in-house remake of Mass Effect 1 when the market have favourably received ME3. Just as George Lucas had bad experiences by using another director for StarWars V and VI, it really shows of that BioWare (well, technically it was EA) made a bad call by using Demiurge for the Xbox360 port to PC. If the ME1 port would have been done “in-house” then lot's of new content could have been added to an already fantastic game, instead the “end users” received a badly optimized port which played out more as a Xbox360 try-to-be emulator than anything else. But still, it's a fantastic game!
In my own “learning to program” fan remake project ME1: 2D, I address some things that did annoy me in the original ME1. I have slowed down the game phase so it's impossible to just do 3-4 major missions under 24h to beat the game. It's more of a old school RPG than anything else, however, the character combat system emulates the most “rewarding” action moments I got from ME2 so it's anything but boring....
One thing I also have begun to address for ME1: 2D is “space combat” (under alpha testing now). It's simply put “another” combat system that plays out a lot like the “tactical battles” in the Suikoden-series. If I am happy with the result I might incorporate it for some “regular” ground attacks missions too (mainly thinking of Virmire).
Most of us have already beaten the original ME1 more than enough, so with that in mind I am trying to successfully pull off a “Resident Evil” with the “replay value” in mind. When players (hopefully) will do a second playthrough of ME1: 2D new “option paths” will be open.
Another fan Mass Effect project I am toying with is a MMORPG. Naturally it's more “action focused”, but once again two elements must successfully co-exist or I'll dump it: character and spaceship exploration.
What can I say? I really like the “Mass Effect Universe”, and coding a game is very comparable to actually be playing one.
Cheers
O.