I made an SF6 roundup list. I hope Capcom favour player quality of life over big sparkly stuff. I feel like a lot of current gen fighters can become cluttered trying to make appealing stages/UIs.
Unique strategy between characters - not universally one best playstyle
Comeback mechanic doesn’t define the game
UI design that has character and has full clarity
Stage design that favours visibility over cluttered design, less saturated backdrop colours
Strong normals, no stubbiness unless the character demands it
Safe spaceable sweeps
Jump-in hitstun and blockstun adjusted so hit depth matters again
Hitbox and hurtbox design to align closer to in-game model visuals especially on normals
Character specific combos to return to the game, variation is fun, adds depth and alters MUs
Throw invincibility on hit/block/wakeup to return, throw loops make games too coinflip intensive and limit how strong oki can be
Oki to be improved across the board, EX = hard knockdown?
Wakeup animations to have full clarity
Less emphasis on the importance of 3f interruption in frame data design, give every character universal pressure options
More command normal options to make up for lack of proximity based poke tools, or return of proximity normals
Massive improvement of walkspeeds
Less emphasis on dashing to make ground
Dashes slowed down greatly
Priority system is fantastic, but removal of crush counters/crumple normals
Chip kills to return in some form, GBVS one more mechanic, EX chip kills, something to validate fireball characters
Meterless DPs to return, enhanced counter-hit state removed
Air resets adjusted to older timing/pushback, less scrambles
Speed of EX bypass tools adjusted, more counterplay options to traversing options