One thing I hope CDPR looks, and probably rethinks, a bit further is the purported sandbox design. I know there was that mention of CP having "two sandbox environments", but that's the thing I'd hope they'd rethink.
Sandboxes, by their very nature, tend to work so that there is an ungodly amount of artificially inflated gameplay hours through just trekking in a prop scenery, and that is then attempted to mitigate through an equally boring warp-travel that, in the end, reduces the gameplay to just hopping around the map after the given quests and missions. It gets very boring in the long run both ways as the intended realism from the landscape distances becomes a chore once you get to the back and forth phase, and the realism is readily offset by the warp-travel that ignores everythin (even possibly dangerous that would be there if going for it manually) on the way.
Sandbox design in general feels very choresome and boring to me precisely for the elongated repetition it has. This is obvious in all popular sandbox games, GTA, Witcher 3, Skyrim, Saints Row.... This actually hurt my experience with Witcher 3, it was beautiful to watch but damn.... after a while it just started to taste like stale potatoes despite the good writing.
What I would like instead of the mentioned "two sandboxes" - which will no doubt be very large - is to have something like five to seven a bit smaller hub maps that are not just gigantic props, but more densely detailed (both artistically and contentwise) and clearly different areas that offer different gameplay possibilities. And obviously free movement between them (either safely and uneventfully with paid transport, or through the citymap by foor or vehicle with the possibility for the travel to be interrupted). And by "smaller" I don't mean "Deus Ex small" or "VtMB small", but large enough to provide exploration and finding stuff while still keeping a sensible scope and content density.
The paid traveling methods could even include a scenery watch mode, where you just admire the specifically generated prop vistas through the window of the transportation (and possibly even chat with other passengers, who knows, maybe they have something interesting to say about your current goals).
I dunno, I just think everybody's going for either a boring propsandbox or a linear tube-experience. I'd like to see CDPR go a bit different route with CP on that. And the same goes for gameplay itself, map aside.... Most other are aiming at * RPG------l----*-Action (see the color: shit) with their gameplay conventions. CDPR should boldly take the route for * RPG--*---i------Action, and in general lean more towards the RPG side of the spectrum, even if still going for more fastpaced combat. There are ways to keep the action flowing while still having the mechanics more character driven.
I've implied pretty much all of that before, but... Can't repeat enough.