>>725343775 (OP)
Malenia should have been harder but Waterfowl easier.
The Southern Half of Limgrave needed a second major boss beyond Castle Morne.
Caria Manor should have been twice the size and be an actual smaller legacy dungeon like Ensis in the DLC.
Dragonbarrow needed to have way more stuff there other than bosses to cheese for early game EXP.
Caelid should have been more of a shithole.
The Lake of Rot needed to be totally redone.
The mountaintops needed a strong central legacy dungeon, the area feels too much like a sampler platter of random stuff and not a coherent region.
The DLC needed some ways of navigation that didn't require you to take the most insanely circuitous routs between everywhere all the time.
It would have been nice if there was a large dungeon somewhere in the Southern half of the DLC. As-is, the Northern half feels very dense, but the southern half feels too empty.
Gravity spells weren't as cool as they should be. Sorcery builds are still just blue coom spammers.
Faith needed a bleed/cold analog. Buff Blackflame Blade.
Intelligence builds should have had more ways to buff themselves. Almost all INT builds are mini INT/FAI builds because you are extremely incentivized to get 25 FAI for Golden Vow and all the other buffing spells. The same isn't true the other way.
Dexterity builds need some buffs, right now there's not really a reason to play them if you aren't running a bleed spam build. They're almost always strictly worse than Strength builds.
The Gravel Stone seal should have had Dex/Fai scaling.
INT and FAI casting work in fundamentally different ways. FAI's system should be copied for both.
FP should have had a slight natural regen rate so that you aren't mostly forced to rest if you're running a build that casts spells or uses weapon arts a lot.
Longer weapon arts need better tracking on moving enemies. They're almost useless against late game bosses that like to strafe your attacks and screw your lock on.