More options for options.
I want more signs, general magic and tools to expand the playstyle options.
Now, the question is how to do this without making Geralt overpowered, how do you meld it into the world and at what point (what cost of dev effort if something needs tweaking so as to not to be abused), how to solve the ui, and to tie into the first point. Make Geralt stay grounded, with others clearly having complementary skillsets and not make him some demigod.
The return of traps. Creates a more slow, methodic approach to contracts. Have them take some time to set, and they'll be hard to use in setpieces and thus not prone to abuse.
Aggrobolts, be able to aggro enemies through enchanted bolts (into said traps).
Add sign contextual actions. Have lesser (free) statistically semi rare level disparity calculated interactions based on the currently active sign. Like telekinetically pulling on a shield or sword. (I think it'd be fun, not to mention convenient to be able to telekinetically snap or do a controlled force throw of level 1 wild dogs so i can go do better things (and not at all get to do that to the lv30 leshen that's terrorizing soandso village), but it may very well be too power fantasyish and with to much effort to be worth it given the gains)
An arcane row of skills, with their own mutagens (crafted from the regular ones). Navigation under "character" basically works the same but with more left/right length divided into two rows. When you reach the second row, the associated arcane skilltree/mutagens pop up.
How do you get it? By a series of five quests of course.
Maybe centering around the School of the griffin?
What do they do?
Arcane combat
Arcane signs
Enchanting
Arcane skills
Arcane mutagens
Starting from the bottom up.
The bottom one is self explanatory.
Skills includes qol skills, as well as balancing skills. Here I'm mainly interested in double jump and glide. That will have to be carefully tested so it doesn't bugger areas such as the witches tree (or they will have to be surrounded by a magic barrier). The reason her is basically that falling and dying is annoying.
Enchanting, boosts traps and alchemy, the arcane combat boosting general combat being the reason for the alchemy buff.
Signs (will likely need to boost regular signs too)
Lightning (strong around water/rain, stuns. Chain lightning alternate)
Ice (cold burst, chance of freezing, freezes ground creating a chance of enemies loosing their guard, ice spike alternate)
Time/space (blink!, displace enemies (off cliffs...), slow time (breakable by bosses and stronger enemies to avoid op))
Plants (ensnares a singular enemy, keeping him put but immobile, can damage, flammable, alternate creates "spikes", )
Illusion (creates illusions of yourself .. That can "fight", alternate create an elemental illusion to fight for you)
Arcane combat.
Charge (dual button charge, like the one Ciri uses)
Imbune (apply status effects to your weapon given your chosen sign)
Reach (create a field that extends the reach of your sword)
Arcane weapon, (creates a dual wieldable weaker copy of your drawn sword, swift attacks get swifter, strong attacks uses both at the same time. The cost being that your guard/chance of parrying gets nerfed. Likely necessitates the previously mentioned buffs for character balance)
Arcane projectile (imbune, but for bolts)
.....
Or just some well written quest that explores what makes us human. Without cheese, hamfistedness, reveling in the gory details or propagating boorish stereotypes. Like a proper CD project red quest.