To start you out here are a few of my own. I will talk about them more later but there will be at least a basic response now.
- The rules should allow for scaling levels of detail mid game. I plan to have rules that can allow the game to be dialed into a spy, magic heavy or combat heavy setting with a few hours of work. Once this is done you can scale in and out of level of detail within minutes. This is mainly having a board skill at the zoomed out level and more detailed skills that are derived from that broad skill when zoomed in.
- Rules should support Fantasy, Modern and Sci Fi settings. I am hoping to do this we will see, I have plans for guns and ballistic weapons.
- Video Game style combat should be supported. I am wanted to create cards that represent move that the characters can execute. These would be something like the feats of D&D but more mapped to the Hex Grid and more over the top.
- Magic system that unified but complex enough to have varied schools and feels: So I don't want a bunch of little magic systems that all feel slightly different. What I do want is one wizard to have taken a path that is vastly different than another. Perhaps even the two having an in ability to cast each others spell. This might be something like the difference between a vivimancer and elemental mage in HARP or the modes of Talislanta.