I just realized that I never listed it:
20- Proper flight/verticality. Apparently the game in the end is releasing with "flying" creatures just floating few cm above the ground, being comfortably hittable in melee and doing very big jumps.
Ideally, we'd get something similar to how it works in Solasta, but that game's movement works on a multilevel grid, and I'm not sure the current engine supports that. The simpler solution I see is to alternate between two modes: ground (anyone not flying and creatures that fly near the ground, this is what we have now) and air (visually hovering a bit higher and only being targetable by ranged attacks). Switching modes could be done by spending a bit of movement and it should proc oportunity attacks if done in melee range.