Shove is more about distance than action economy. It's 5ft in DnD but here we are doing ridiculous 30ft shoves that guarantee targets will fly off the nearest ledge.

Good point about the various summon-like effects tanking a lot of damage when they shouldn't. The new damage soak ability of Spiritual Weapon is actually better than it's damage dealing capabilities, but of course it now has both. Clerics are a bit much in general when they can have Spirit Guardians, Spritual Weapon and Guardian of Faith ALL ACTIVE at the same time. In the same game where Concentration stops Arcane casters from using Blur and Web at the same time.....

I don't understand why they are keeping the camp supply "mechanic" in the game. It's not at all interesting or meaningful if the party ate apples, or potatoes or fish. Even if they would lower the amount of camp supplies and food lying around, what then? If you run out, you will need a merchant that sells more so the game doesn't just end there lol. At that point it becomes about gold. I guess a gold tax could be meaningful to discourage rest spam. But where are you going to find a camp supply merchant in the Shadow Cursed lands that makes sense? In my playthrough all safe havens got destroyed. I would love to deal with the consequences myself and save my spells and abilities as much as I can, but I'm sure a lot of players aren't and would complain how food system is unfair.

Tavern Brawler feat needs balancing. +4 attack and damage at level 4 and +5/5 later are absurd numbers in 5e.

CC spells were discussed at length already. They need to be useful.

Haste needs to be brought back in line. No full sets of Extra Attacks or additional spells, please.

Paladins shouldn't be able to burn all their Smites in one turn. That's more of a 5e problem but its even worse in BG3. All the "kill X in one turn" and "hit for 500 dmg lolz" videos are using Paladin.

The new Illithid abilities probably have a lot of broken stuff in them. Luck of the Far Realms seems to be a key component in a lot of broken builds. Auto crits with all the elemental damage available from weapons, dips and poison AND smites.. even rings.. plus abundant Giant Strength potions.

5e problem perhaps, but personally I'd like to see level 1 and 2 spells remain competitive with Cantrips at level 11. Nothing would break if Chromatic Orb would also get an additional damage die when Fire Bolt does. 5d8 at level 11. Or 5 magic missiles. Leveled spells should always remain relevant. It's boring how you're using all level 1 slots for Shield later on because that one does remain relevant.