Ok, so, a bit of an exaggeration, but it's quite baffling/disappointing that we're getting patches to er 'fix' kissing scenes and idle animations, but nothing to fix critically broken classes that people might want to play and be able to keep up with other players/classes when they do?
It's also not like Larian didn't look at things that wouldn't translate well from the PHB and homebrew their own rules (looking at you GOOlock and your cool new 'fear on crits' ability) so I have to address the apathy towards the broken Arcane Trickster and it's equally broken mage hand by suggesting that they ditch the dumb hand shenanigans (which again, don't even work) and give them something new that actually feels like 'Magic Rogue' at least as well as the hanful of other non-Rogue classes out there that already do it better...
So, here are my ideas for their new level 3 power:
1. The AT gets a form of Counterspell called 'Steal Spell' per short rest. It works like a weaker (at first) counterspell, except you regain a spell slot whenever it succeeds.
2. An ability like the Paladin's 'Divine Smite' that works for Sneak Attacks. The AT spends a spell slot to add D6 force damage to their sneak attacks, and this can be upscaled just like divine smite. I shouldn't have to dip two levels into an RP-incongruous class like Paladin to feel like I'm getting hard-hitting, magical sneak attacls.
3. Magical Ambush is toggleable. You get it at level 3, and like Metamagic, you can choose whether being hidden allows you to impose a disadvantage OR cast with a bonus action or something else. At level 9 you take the option you didn't take at level 3. Change it so that it only works on Illusion and Enchantment spells though. It's still not as good as metamagic because you have to be hidden for it to work (which costs Rogues either an action of bonus action already)
4. Why not give them a spell-version of exactly what the Durge cloak does, but make it cost a spell slot? Getting the cloak is stupidly easy for the Durge as it is, so it doesn't seem so OP that the Arcane Trickster gets a version with a cost - maybe when they crit they can use a reaction to vanish for two turns?
5. If a Mage Hand must be part of this class, why not have it not as a summon but as a series of magical actions that can be performed per short rest? A mage hand 'shove' that can be done at a distance, a little animation can play where the spectral hand appears and shoves the target before disappeaing. It could trip enemies, or disarm them, or distract them, or something.
6. The Arcane Trickster is made a half caster. Why they aren't already is a bit beyond me when the Bard is a FULL caster, but that one I can lay at the feet of 5e.
7. Instead of rounding down, the 1/3 casters round their effective spell level UP. This one would help the almost-as-underwhelming Eldritch Knight, too.
I came up with some of these on the spot, so I remain baffled, and honestly these thoughts make me wish I had the time to learn how to mod.
Or that Larian didn't hate Rogues.