Just a few things that I've noticed that don't fit with the 5e rule set.
Let em start off by saying that I understand the game isn't going to follow 5e exactly, nor do I expect that to happen, but there are some things that I think would make more sense.
1. Have wizards be able to learn Arcane spells from scrolls. Divine spells are the domain of clerics and their gods, and although there are many spells that fall under the areas of both arcane and divine, the scrolls in D&D are clearly marked for each. Wizards cannot learn domain spells due to the fact that they are prayers to the gods, not harnessing arcane power to cast spells. There is a Feat that would allow a wizard to cast 1 or 2 divine spells, but that's the extent of it, and you would have to spend a feat at 4th level to do this. So a wizard learning Cure Wounds, or Healing Word from scrolls, doesn't really make sense. He doesn't have the divine connection that clerics have in order to read the prayers and cast the spells.
2. Make certain bonus actions, actions. Disengage, Jump and Push are considered actions in the pen and paper. This prevents a wizard from pushing an enemy, then casting a spell on it in the same turn. If an enemy comes into close combat with a wizard, he then has the choice to disengage, or cast one of his close combat spells like burning hands, shocking grasp, etc. As is, I find these spells to be useless since a wizard can essentially push anyone away, then cast a range spell. Making these Actions again, i think will add more strategic decisions since the wizard will have to make a decision as to what's more important, staying out of range, or trying to kill the creature with a close combat spell attack. And I do know that potentially this can cause a Benny Hill skit with the wizard running and the enemy chasing them for several turns, but this is what his companions are for, to get in the way and save him from that nasty goblin.

I just think being able to disengage AND cast an action spell in the same turn doesn't exactly make sense. When you disengage, you are using those few seconds to parry the blow of the enemy and get the eff out of there. That takes more time than the split second a bonus action is supposed to take. Pushing is the same thing. If you push, you can't attack, and you can't attack, then push. Around is 6 seconds, which includes you moving around, taking swings, looking for an opening, and in the case of clerics/wizards, uttering the prayers/arcane words to release your spells.
This, as always, is my opinion, but I think they make more sense.