To expand on my Tomb Raider 2 Remake post.
Let me tell you what is really needed with that, whether it's a Tomb Raider 2 Remake or not. A back to basics approach to gameplay and level design. None of this open world metroidvania shit with collectibles everywhere. Return to a linear level to level structure. That's first and foremost.
What is the purpose of exploration in a Tomb Raider game? In the Core Design games, it was to figure out the level. You go through the level, sometimes in a linear fashion, sometimes with options of where to go. You pull switches, you find key items, you move blocks and you navigate various challenges to figure out how to progress the level. Exploration is a requirement. That's how you progress the game. Through discovery.
What is the purpose of exploration in a Crystal Dynamics Tomb Raider game? To optionally go off the main path, find a shit load of optional collectibles and get more XP. It's modern gaming 101.
It's time to get away from modern gaming 101. It's not even about NO MORE COMBAT MORE PUZZLES!11!! that a lot of people spout.
Shadow did that. But the exploration was still simply there for loot, XP and not integral to the main path as such. Shadow is the least combat heavy Tomb Raider game ever, and I mean ever. Truthfully, that's not what we needed and the balance was all off. There's nothing wrong with combat being in a TR game.
I talk about a Tomb Raider 2 Remake and guess what? That would mean a game with a lot of focus on combat. But despite being such a combat heavy game, Tomb Raider 2 had fantastic level design, and figuring out the levela through exploration was the core of gameplay and puzzle design. You don't sacrifice that just because you have combat. Combat works together with it to keep the whole experience engaging. And with modern combat mechanics, a Tomb Raider 2 Remake would be more fun in the combat department than it was back then.
No skill trees, no loot outside of key items, health packs, ammo, and the very very rare secret found only through finding the most hidden areas of the game. Classic inventory needs to return in full.
Now, purely mechanics. I think we need to be a bit bold with this in regards to platforming. Bring back the grab button. If you aint using a grab button, you aint grabbing a ledge. Bring back the engagement to platforming and get rid of all automation. There may be some pushback to this, but I believe the best way to set the platforming apart would be to go back to a fully manual approach again. Trust the player.