I saw a post mentioning the improvement of Ethereal items to make them worth using. I agree with this completely (I literally never used an Ethereal item in vanilla Diablo II), and it should be taken further with unique properties and skills available only to this class of item. But in the event a truly worthwhile Ethereal item is found, why not provide a means of making it non-Ethereal? A Horadric Cube recipe with costly and rare materials would be fair.
How about all charms being 1x1 in size? I hated finding an almost perfect charm, only to have it devour a 1x3 inventory chunk. It got out of hand real quick, considering how many charms were needed to make a significant impact.
I really enjoyed the unique and upgradeable charms in Median XL, but didn't necessarily like all the random charm drops being removed. Maybe make charms better, but rarer, OR introduce a blank charm that can be cubed with other charms, jewels, gems, runes, etc. for bonuses?
While we are on the topic, how about a similar treatment for jewels too? In my vanilla Diablo II experience, the vast majority of jewels were not worth the socket.
I saw another post mentioning new gem combination recipes. I like this idea a lot. But why stop there? How about a gem quality or qualities past Perfect (so that they scale better alongside runes)? Or maybe specific gem + rune recipes that have distinct synergies (elemental damage / resistance, life / mana drain, etc.)? Then new Runewords could be created using these new combinations.
And Runewords! Oh man, please take a page out of the Median XL book and change Runewords to requiring only one rune, or some other standardization formula. I screwed up more than one Runeword in vanilla Diablo II.
But don't copy the WTF cluster swarms of enemies from Median XL. All the new areas started to have the same cheesy rush-down one-hit-kill feel; that alone ruined most uber levels and high level content for me.
Finally, if not already in the works, PLEASE provide Horadric Cube recipes to retrieve socketed materials. For balance, make it require a consumable ingredient that costs gold (any and all new crafting materials should come with a scaling gold cost).
Thanks for reading my wishlist!