I dislike the fact that Aetherborn are not allowed to be good. Yahenni wasn't a saint, but they were pretty nice and almost altruistic.
Well, #1. Pretty sure those descriptions are for common examples of the race #2. Technically, D&D sort of defines Good as caring and helping others for its own sake, and even Yahenni did for others based on the racial ability to enjoy the positive feelings their actions caused.
I like that besides PS:INN's need to make humans distinct, 2 out of 3 Plane Shifts have went with PHB human stats, meaning besides Sorin/Tibalt/Arlinn/Vronos, etc I don't have to wait til Plane Shift: Vryn to stat up Jace, or Avacyn forbid, Plane Shift: Dominaria to stat up Liliana. I think if I homebrewed a more appropriate Kaladesh version of the Artificer class, I'd add in some of those feats for free at certain levels.
My only remaining gripe is how druids work (if you ever see a druid spell in MTG depicting something akin to Wild Shape, it's in a commander/core set with no specific plane in mind) so all I can think of is remove Wild Shape, Beast Spells, Archdruid, & Circle of the Moon and have about 2 additional druid circles per plane that bring to the table a few unique features for the circle, and replace Wild Shape, Beast Spells, & Archdruid in their own ways. Things that immediately come to mind are Totem Armor for Zendikar, some Wild Shape replacement bestowed by the circle of the land that facilitates awakening plants or conjuring elementals a la Nissa, Find Familiar action for Innistrad with other features allowing it to be no bigger than a
bear, and not too sure about Kaladesh, perhaps something facilitating the construction of lifecraft creatures and maybe even a Find Familiar allowing lifecraft creatures.
Now with PS:KLD, I suppose I can just accept I needn't mess with spells & colors as much as I'd originally decided, but still, I'd like a way to give off the flavor (at least for anywhere but Kaladesh) of your mana coming from the land and the idea that regardless of thematic spells being casted by appropriately themed classes (druids casting nature-y spells, warlocks casting more mysterious or maligned spells, etc) that players should have an in-game guideline for identifying as a mono-
druid OR a
druid or a
cleric, etc considering their spell lists contain spells that aren't inherently one color. Also, to keep it realistic to Magic, I'd have to guess that the druid spell list *should* be shortened so that most spells available actually seem like spells nature itself/the Great Conduit could provide as "magical effects" and not make Druid seem like a true caster.