I'd actually be in favor of tweaking more of the cantrips so they can keep up with firebolt and ray of frost. Looking at you sacred flame. It's more fun with acid melting gear, fire setting things ablaze, ice freezing the ground, it makes them stand out more as different spells and not just different colors of magic damage. Maybe we can use cantrips like control flames and shape water to interact with surfaces more. I like adding complexity and having a more varied tool set.
Actions, I support separating jump and disengage. I'd like to see something where the more use the tadpole, you can unlock Illithid traits that let you choose one of those actions and now it'll be a bonus action, among other possible tadpole perks. Meanwhile the rogue will have cunning action off the start so it still feels like its role, and everyone is getting opportunities to expand their tool set at a price.
I didn't have as much difficulty as you with my playthroughs. I'd maybe use 2 consumables in a hard fight. Would long rest after multiples encounters even with my wizard. I think it was 3 long rests after doing everything outside the goblin fort. They do throw a lot of loot at you though and I'd be happy to just search an area of containers with an investigation check and pickup a few things. I wish there were more story consequences for taking too many long rests. That druid ritual seems to just go on forever
Everything else I agree with you and it's valid wanting the game to be closer to source material. Some of their changes just make for more enjoyable gameplay for me personally