A lot of topics in this thread, a lot of opinions, it's interesting. Figured I'd say what I agree/disagree with.
Jars. I don't hate the jars themselves (although they were a lot of clutter.. we might need more clutter), but I hate how easy they made water. by day 7, it would easy and require little effort than what you would do anyways have hundreds of water, With dew collectors it at least takes a little extra dedication to get a water farm set up and I think that's a big deal in a game where time management is part over the overarching theme.
-All this said, that doesn't mean jars were the problem, just the balancing, which could be adjusted through some combination of making crafting more expensive in terms of water, adjusting stack sizes, adding another step to make it usable, etc.
Farming. It's been a while, I can't say I remember how balanced that was in the early game, but looking back, I imagine it was changed into what we have now to make the upfront investment of getting a farm operating a lot higher- with just a couple points farming gets very strong and reverting it would only speed that powercurve.
Clothing/Armor. Clothing might be coming back in some iteration. That's cool. I like the idea of dressing in accordance with where you're going/living. I hope it doesn't turn into - 'Sure is a cold day here in the BURNING forest, you didn't bring your hoodie? SUCKS TO BE YOU!'
I get it, and I appreciate that it adds a degree of 'collect a few sets', but I don't love magic armor, I'd be perfectly content if its power (or part of it) was rolled up into the associated perks. In my mind it makes sense you're really good at <activity> because you're talented at it, and not because you're wearing your lucky pants. This also fits in line with my bias of more survival focus that I hope to see.
Gore blocks/loot bags. I'm pretty sure gore blocks were removed, in large part, as an optimization- one that disproportionately affects hordenight. A cool concept though. I don't dislike them, but are they worth it if they impact performance?
Loot bags, I have mixed feelings on.. Mostly, though I just think they're a little too plentiful. I understand they replaced looting countless low quality zombies to give us the occasional something- and it allows the game to get rid of the corpse(With most-likely, useless loot) that uses more game resources than the lootbag. Kinda immersion breaking, might be because of how bright they are.
Weather. Wasn't great before, still not there. Getting looked at, hope a beautiful flower sprouts from this ■■■■. That said, I don't disable storms, I just turn them down, Idk, at least it's something.
Magazines/LBD progression. I still think that an idea solution would be some kind of hybrid, but it's hard to way what that should look like. I'm wondering if it would help the problem if investing a perk point into a skill that's tied to a mag, also credited 5 or so points to the associated crafting. It would still necessitate going out and actively looking for mags, but not quite as much.
Item quality. I like mods, I also like 1-600 gear, but that's because I like variety and slowly side-grading up my gear. If my axe is level 112 and I find a 127 - I'm still happy, I just got an upgrade. Having a wider range of numbers makes for more feel good moments.. What I don't like.. in my vague memories of A16 -Which I haven't played since it was stable-, I seem to recall the day I got a workbench, I turned like.. 4-6 crappy pistols into a super pistol right off the bat. I can't remember now if it was a healthy power spike or not but I'd have concerns if the system is brought back as it was, the player would be getting high quality weapons sooner than they should- but again, it's been a long time.
Dark nights. I love dark nights, I think it should be unnerving and dangerous to be outside at night. My coop buddy hates dark nights, hated the game when it was dark said 1/3 the game was a waiting simulator. I see both stances.. I think as long as everyone can adjust brightness on their end, it should be great.. I'd like maybe a little more danger, I'd love more creepy ambient noises in the distance.
Horde night. I'm glad you can't low effort cheese by digging a shallow hole and covering yourself with dirt. At bare minimum, it should be high effort cheese with electronics and switches/pushplates and planning.. Though I prefer more of a kill them before they kill you design.
Dumb zombie supremacy. Zombies that follow a logical path? Screw that, I want them 1 in 10 of them to eat stairs and get confused trying to slide around the smooth edge of a wedgeblock.