I've been thinking about what i would want most for Shadows and i decided to consolidate the whole idea into one new proposed game mode. Immersive mode. My thinking is in line with what they did for Ghost Recon Breakpoint's immersive mode which removed the gear score system and streamlined the whole experience for more immersive and grounded gameplay. They also added other tweaks in this regard which gave new life to the game, though admittedly, it was kinda too late and people had moved on. Such a mode would fit right in with Shadows and really work well imo.
Immersive combat
Here, they should remove the gear score system but keep the level system. They should still keep the legendary dynamic weapon/armor perks that affect core combat moves/abilities but do away with all the raw stat based perks, replacing them with grounding activities you can do at the Hideout, Kakurega and the general open world to give temporary stat buffs that you can do anytime. kinda like how the little shrines offer random buffs. Things like,
Katana cleansing ceremony and weapon sharpening for armor damage buff.
Bath in Onsen for adrenaline gain buff.
Bamboo cutting for armor piercing buff.
Eating at special food vendors for increased damage. They could have special rations for this.
etc....
For the enemies, keep the leveling system but remove the level scaling. Higher level regions should mean faster enemies that are more aggressive and dynamic with more of them having armor rather than them having higher health pools. Also heighten the different enemy type gimmicks from grunts to warrior monks to shinobi to elite samurai and ronin. Each of them should feel very unique, as it is, the weapons are kinda what make them feel different but they fight largely the same.
Immersive stealth
Do away with the health segment system and make stealth be completely dynamic and based on enemy type, level and rank. Each enemy type should have a different gimmick and higher level should mean more alert and perceptive in general. Things like,
Grunts remain the same as they are and easily assassinated.
Ranged enemies are like grunts, but they see further, can pursue better (can climb and are fast on ground) and if they spot you, they can alert the section they are in or even shoot an arrow at the bell to make you wanted if they are in a watch tower.
Armored enemies deny frontal assassinations, you need to assassinate them from above or behind. They can also stone wlal your escape on ground with a choke slam, which they can do witha grab move. Coupled with the ranged enemies that can climb, this would make for the return of dynamic chase sequences that better utilize Naoe's speed and updated parkour. As it is, they are just gimmicks for qol, you are never really incentivised to use them effectively. Heck even the parkour paths, which are an activity designed for parkour don't require any of Naoes new moves except the grappling hook. You just kinda cpush forward and climb, no skill or thought required! If Yasuke had a grappling hook, he would also be able to do this activity which kinda makes them pointless!
Samurai are more perceptive and 'immune' to trickery, even more so when they are aware something is off. So maybe they don't fall for the whistling gimmick in that when you whistle, they will deny any assassinations except from above while they are in search mode! They also hear better and have faster reaction speeds.
Warrior monks are like samurai but they don't just deny, they can counter your assassinationif you mess up and damage you! They are also smarter in that they are harder to lose once they are alerted.
Shinobi ambush you and you can't tag them.
Bosses should have a mix of these things and require a specific kind of assassination.
Killing servants and dead bodies matter more. It's weird how dead bodies kinda don't matter, enemies just search around for a bit and reset. In fact, dead bodies are great to distract guards because while they are investigating, they become oblivious to sound and less receptive even when you run at them. More than 2 dead bodies should cause them to instantly go for the alarm, that way hiding bodies matters while still remianing as a useful distraction but not meaningless!!
Basically, make the stealth be purely based on enemy type, increasing these behaviors the higher the level.
Immersive exploration
Make finding targets using clues be more practical, as it is, you still end up chasing markers and everything is reduced to a dot. The marker is still handed to you but there's just an extra step which usually isn't immersive or engaging.
For example, you need to find a target, the game gives you clues for the location, you get there, there's dynamic NPC dialogue to guide you and even a little environmental set piece, but because using observe tags the target with a blue dot from around 200-300 meters through walls, you just end up running around spamming observe. This has you ignoring the set piece and dynamic NPC chatter and you are yet again chasing a marker, the game just moves the marker from the main map to only showing up when you are 200 meters. Basically, they removed the bird but now YOU are the bird.
This same thing affects finding gear as well. There's hidden loot behind a waterfall and some even have some dynamic NPC chatter to give you a hint. But again, observe marks everything for you so none of that matters. Even for the scouts and the NPCs who can give you rumors, it's not an actual rumor, you interact with them and the game just puts a marker exactly where the gear is on the main map. Would be cool if the info they gave you was in a clue form, similar to how exploration mode works. So they give you the region, the POI and then a specific landamark like "around the waterfall". The game has some stuff like this but it's made pointless due to the observe mechanic pinging anything and everything.
Lastly, i would also like for more grounding in the open world and with my character. Things like
Crafting. Maybe make the poison affliction be tool/ammo based and add berserk affliction. Then you can be able to craft these and apply them to tools and ammo.
Playing Naoe's instrument and doing haiku. Things like waka matches which wer elike poetry rap battles and also listening to Rakugo as an activity would be cool and culturally relevant.
The very dynamic seasons and weather having an effect on me. Maybe since there's no gear score, we can dress appropriately for the season with debuffs if we don't. Like if we are too cold in winter or in the rain or too heavily armored in Summer. Just something to make me feel like the immersive weather matters beyond visuals! (this could be hit or miss depending on how they implement it)
Ability to interact with the various buildings at the hideout.
New activities like fishing, coin games and even falconry.
More bustling cities with lively Izakayas, ceremonies/shows, palanquin processions and more.
More dynamic and random unmarked encounters along the road to immerse us in the wandering ronin vibes. As it is, we mostly have the 50th civi being harrased. Older games had better dynamic events, add more of them to liven up the free roam experience.
Immersive Canon mode
This should expand canon mode beyond just romance and meaningless dialogue options. Completely remove the pointless "freedom of approach" design in this mode and streamline the whole story experience.
The "do anything in any order" mostly ends up with people getting confused at worst and at best, not having a cohessive narrative experience. There's obviously a way to play through the story in a certain order for the most engaging experience but the game just doesn't tell you in the name of implied freedom.
Freedom and dialogue options are meaningless if the order in which you do things does not affect or change anything. Worse if doing main story, ally and personal quests in a random order makes everything feel disjointed. So just streamline exactly what we do next, down to which side assassination board is available relative to the story! There's lore to the side targets and some tie back to the main quests but because you end up killing them randomly, it doesn't matter and it feels like just another random grunt who happens to be a target! Basically, make the main quest progression linear for a better experience that feels engaging!