*Multiplayer replays, lol
*Slight reduction in game speed (8 worker start)
*Interactive abilities (seems to be happening)
*Change to unit formation to avoid clumping (would have a lot of repercussions). Less clumping creates more value in arraying armies for battle, preparation for fights becomes more important. Less clumping is also extremely valuable from a spectator's perspective because it gives armies a sense of scale (like in BW armies spanned multiple screenlengths)
More flexibility. The game needs to evolve in terms of army compositions and the viability of different unit combinations. So far, SC2 mainstay army compositions have been characterized by binary variables:
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- Protoss: Colossus, not Colossus
Terran: Mech, not Mech
Zerg: Muta, not Muta
SC2 has evolved with a heavy emphasis on walls: building walls and force fields. In some ways the efficacy of SC2 walls is problematic because a reliance on walls necessarily reduces potential attack timings (for both players).
I think SC2 needs to carefully evaluate Larva Inject, Force Field, and "big units" like the Colossus and Thor (especially these big mid-game ground units).
I also think that SC2 could be improved considerably if there were some way to work in more spell casters. Casting units are typically the backbone of an army, and so having more spell casters gives players more room to develop different army compositions. It seems that Heart is taking the game in that direction, so I'm interested to see the result.
One of the most important things in the development of SC2 will be more flavor in terms of unit compositions and attack timings. A slight reduction in game speed could factor heavily into creating more possibilities. And the introduction of more spell casters will hopefully find more unit compositions viable.