Nice thought out feedback there. I agree on many points.
GAMEPLAY
1) I think this is weird that everyone in my team can examine the enemy without penalties and know everything about it. Examine could rely on passive intelligence checks, with bonuses or automatic success according to the race/class (for example, a drow have better chances to recognize creatures from the underdark than a human) or it could be an action and/or a bonus action done by one of the characters in the team allowing to know everything about the enemies involved in the fight
Agreed. Other games have really cool systems for learning more about enemy stats involving trial and error and skill checks. BG3 should be no less in this regard.
2) At the beginning of the game, I felt cantrips were strong but later, especially in the underdark, raw damages were so ridiculous (except eldritch blast) that I only used them to finish an enemy or to create a useful surface. Because of this, it rarely felt useful to keep items to throw to create surfaces. I think this is wrong. Here is a way I think it could be better : cantrip's damages adapts to the level of the character (while never doing more damages than a spell on their own) or their damages are equalized so they can be used freely, depending on the situation (melee/ranged) or resistances. Cantrip would not create surfaces on their own but react to already existing surfaces. It would make throwing items interesting if throw becomes a bonus action
Cantrips get another damage dice at level 5 which doubles their damage. I think throw as a bonus action would be too powerful because of actual thrown weapons like Javelins. Raw damages feel too high because currently it's too easy to get height or backstab advantage and go to town with a two handed weapon. And we have an abundance of stuff like poison and "dip" that can increase damage as a bonus action without requiring any related skills or consumables in the case of dip.
3) I noticed I rarely wanted to use buffs (for example, bless or aid) unless they are on a scroll because it felt more profitable to use my spell slots for damage spell like magic missile or heal spell like cure wounds. Maybe it would be interesting to try one of these ideas : buff spell consumes half of a spell slot or remove them from the spells and allow them only to be scrolls usable with the appropriate class or allowing a new resource for buff so I would use them without thinking I waste my spells slots (of course, changing this should mean harder encounters)
Again, attack buffs are completely overshadowed by the ease of getting advantage from high ground and backstab. The easy advantage changes by Larian throw 5e balance out of whack. They should be toned down to something like high ground being +2ac and backstab being flanking which translates to +2 attack when target is fighting someone else. Then those bonuses would also stack with advantage.
4) Hide is too strong at the moment because we can easily abuse it (for example, shove or infinite knock unconscious). If someone engages the fight, characters who are hidden should directly engage after their first action, no matter what it is, unless it is specified that it can be done hidden (for example, minor illusion). Only rogues and rangers (maybe small size too, like halflings and familiars) should be able to hide in combat
Yep.. and the vision cones are too short. You can hide in plain sight.
5) Jump and disengage together are too strong : I can avoid opportunity attacks and surfaces at the same time while using my useful action point. This is a problem for the characters and the enemies, mostly for melee. You should dissociate them so jump would be used to reach higher spots and avoid surfaces while disengage would concentrate in avoiding opportunity attacks. Although I am convinced disengage should be an action, I am not so sure about jump
A thousand percent yes. Tanks are worthless and Rogues don't have their perk when everyone has been given great combat mobility. Disengage is an action in 5e for a reason.
6) Shove should be an action and chances to shove should always depend on strength. Come on Larian, you can not tell me Gale shoves as well as Halsin...this is the worst lie since the cake and the tadpole dream
Yes it should be an attack action like in 5e so a higher level Fighter can shove and attack on the same turn. I think the opposed Strength roll is there but the distance should also depend on strength and size for sure. Or just be a flat 5ft like in 5e I believe. Shove is really OP and comical as it is. I'd like the option to Shove prone too without push to give team mates good attacks.
7) I never felt the need to short rest or use prayer of healing because drinks and food were enough to heal my characters out of combat (besides, this is weird to be able to eat or drink something that is not a potion in combat). Moreover, most fights are so easy that I do not feel the need to use my spell slots that much. This is easy to rely only on melee/ranged/actions/cantrips
Agreed. The rest system needs to be developed into meaningful resource management. We need more short rests because there are classes whos abilities rely on it. But that also means long rest can't be available so easily and it has to have some kind of a price tag. The silly magic food that heals for +13 as a bonus action needs to go away because we already have potions for that. But overall I would like to see less easy healing in combat and more focus on Short Rests AFTER combat.
8) I would like to see these two things added : defend, an action usable on self to improve chances to avoid damages or usable on others to take damages for them (I saw that fighters have protection as a class passive but I did not play a fighter so I do not know if it works this way) and the ability to delay my turn after anyone playing after my character
Yes. Tanks need an action when they are out of melee range and still closing in. I don't like the free switching of equipped weapons which assumes they will always fire ranged weapons instead. It enables the Shield cheese where you can do whatever and always end your turn with a Shield equipped for +2 ac. And we need that tactical defensive option you can use to e.g. hold a choke point while the rest of the party is doing something. Or just to stay alive when you're being pummeled.
9) Weight is useless because it takes a lot to have the malus on a character (and mine has 10 strength) and it is easy to cheat by letting things at the camp
The whole magic pockets thing and teleport stuff to camp makes inventories and carrying capacity completely meaningless.