5. Give us inter-class combos
Zooming to the level of combat mechanics, I was surprised to see a game which sets such store by fluid weapon-changing pass up the chance to implement proper cross-class combos. Imagine, if you will, slicing an opponent's legs out then punching him back with the business end of a staff, finishing up with a good old-fashioned elemental ground pound.
6. Kill the inventory limit
There's tonnes to collect in Amalur, and nice as it is to have a secondary goal in the shape of an expanded weapons pouch, I really, really hate having to choose between high-value weapons because some designer's arbitrarily decided that while carrying seven blades simultaneously is realistic, carrying eight blades simultaneously is taking the piss. (Note to pedants: hypothetical example.) Not every throwback feature is cute, Big Huge Games. You have nothing to lose but your chains.
7. Give us things to do besides killing
Even for an RPG, Amalur is intensely reliant on combat. All the secondary systems - blacksmithing, sagecraft, alchemy and so forth - funnel down into the clash of blade on blade. Without combat, there's simply no reason to keep playing, and that's a bit of a disappointment given the scale of the world you're given, and the depth of the lore supporting it. You've got Destiny cards in there, Big Huge Games - how about turning that customisation tool into a minigame, a la Final Fantasy's Tetra Master? Chocobo breeding is pushing it, perhaps.
Kingdoms of Amalur: Reckoning is out in the UK on Friday. Give our review a whirl for the silver lining.