I like multiple start options. Perhaps even something like the original Dragon age and having an Origin story with multiple different origins, and more freedom.
My hope is they also add some additional mechanics --
Mounts - (horse, exotics) In some fashion (perhaps even if its used in overland travel/fast travel)? Its tried often but never fully fleshed out. In a turn based game probably would not be good for the tactical game but for travel only?
Camp - Have the camp grow based on what you can carry (i.e. purchase wagon, horse/s, packs and Hirelings?
Camp - Add camp upgrades that can do more than serve as a place to eat. But also add upgrades that can give temporary boosts, crafting, invite merchants etc.
Camp - Mobile - can move it throughout the maps.
I think this would absolutely be the next step in game growth. I could see mounts providing a huge amount of interesting gameplay, not only overhauling fast travel, but having a mounted combat type class could be awesome. I think the camp in BG3 could have been so cool if it was customizable and could grow like an increasing caravan. I hope all of these things come to life for Divinity
Pathfinder: Wrath of the Righteous has mounts and mounted combat.
Of course, it does get a bit awkward when your party enters a tent or a building and you've got a bunch of horses with you... Feels really out of place.
But in general for combat it's fine, especially for turn based. I especially had a lot of fun with a mounted Barbarian who was riding a sabertooth-wolf thing. We'd ride up to enemies and tear them to shreds together.
As far as camping goes, Wartales provides a nice system for its camp. You have plenty of upgrades available - Cooking pots, upgraded campfires, workbenches, brewing stations, hunting stations, tents, hitching posts etc. All can be upgraded and provide benefits when worked by companions as well as utilized for crafting. You can also move everything about which not only allows you to customize the layout but can have additional benefits (Companions that are next to each other will gain positive relationships each rest)
Though, personally I'd prefer more of a static location with a building to serve as an upgradeable central hub. As I'd like the additional things it could bring to the table over a mobile campsite:
- Having actual walls. Which could be decorated with things like paintings, sconces, windows, shelves etc.
- Rooms can exist for things that don't make sense for a camp. Like a library to store your books, fully stocked crafting rooms (Blacksmith, kitchen, tannery etc), a proper dining room etc.
- More customization from each companion. Since unlike a camp they won't only have things they can take with them on the road, you can have them decorate their rooms more.
- Hosting for allied factions. If you get on good terms with a faction, they can set up a small garrison in your building, allowing you to access quests for them as well as conduct trades or hire soldiers.
- Defenses and sieges. If you anger a faction, they could attack your hub and you can have installed static defenses and hired soldiers to help defend.
Of course, the obvious drawback is trying to fit in a static location into the world, with it making sense to return to it without having to use magical BS (Such as in DA: Wokeguard). I suppose a ship like in DOS2 could provide many of the same benefits while being somewhat mobile which would be easier to fit into the world.