Mostly I'd like a focus on mechanics and UI.
Pathing - in some iterations it's been better than others, but some of the non controlled character suicide jumps (or Astarion's fondness for water in the Underdark) as well as attack search need work. OK - that is a hard problem.
UI More stacking of spells would help would help, maybe in spell books on the bar. Within the stacks where you cast and make a choice improved consistency e.g. put hex's attributes in the same order, likewise with the summon familiar choices. It would also be nice to be able to select the option (when you have one) after selecting the target.
Pathing, it is quite tricky to get right.
Difficulty options: Not so much because I want to see difficulty levels per se, more as an opportunity to play with target/NPC/monster AI. Some fights seem unexpectedly easy, some harder than the rest, some are really easy for some strategies, and much harder for others. Clearly there have been AI tweaks with the various patches, but it might be nice to retry some battles with different AI strategies, to get a better consensus on where the levels should be. There are a lot of different opinions on what is right, maybe being able to choose some of that could help refine options/choices. I know I've died horribly when not paying attention, and then just sailed through a moment later. Still trying to figure the right balance to deal with the patrol, though. I mean, when not being a Druid.

Economy differences could also be varied. 20% 50% 80% 100% 150% of the money/drops/potions so that people who are finding too much or too little reward can adjust to their taste. I strip corpses and sell stuff to the Druids, and last run I think I had 10k gold going into the Underdark. I could just not do that, of course, and I usually don't to that extent, I was just wanting to see what a difference buying things made. I expect that in the final product there may not be such an overabundance of magical items for at least some difficulties. If that is the case it might be nice to experiment a bit early. Maybe Arron needs to point out that he just can't shift that much junk. Or lower the buying price when he has 300 goblin scimitars already.
Story consistency. If there is enough data to see the story-lines less followed it would be nice to change some of the dialogue. I've just killed Gale before recruiting him, but I don't really expect that to cause changes other than to not use his roadside cliffs portal. Last run I refused to give him any promises before agreeing to his diet, so he never told me about it, but did demand an item to eat as if he had. I also avoided Lae'zel but she turned up at the Patrol, with some dialogue I'd not previously heard, but there was also the option to ask her about leaving her in the cage, but Tav had never seen the cage or had that conversation.
I'm not sure that I do want more content, particularly. Sure some of what is there is getting repetitive, but I'd rather see a focus on mechanics and balancing, and introduction of new shinies more in line with that. If I can deal with Ethel / the Gith Patrol / Zents with room to play with different strategies that would be great. (the wormy Gnoll options were delightful, when they were introduced)
I'm kind of hoping some classes with different story interactions will be left for final release so that I've something new to look forward to for that. There is a part of me that would like an alternative cure, such as the creche, but I'm kinda expecting that all roads lead to Moonrise Towers so I'm not really sure what that would give us. Sure some chop and change to encourage different strategies in the meanwhile is probably good though.