1. MECHANICS: Descent's primary navigation should be through the traditional 6 degrees of freedom - it is what the game is "about" and is built around - regardless of story or balance of weapons. If Descent backs down from this, it isn't Descent.
2. ACTION: Weaponry, ships, missiles, power-ups and style of destruction have much nostalgia attached to them and in the interest of balance, there must be some honor paid to that style of military-industry-fantasy as well as updates to that style and "feel" of arsenol. If for some odd reason the Pyro-GX is not an option, its replacements should be faithful to the first Descents and Outrage's exploration of the world.
3. STORY: Descent I and II had a beautiful mood constructed by weak but engrossing story and what was essentially the honor and enhancement of a glorified arcade formula. Descent 3's story traded semi-hollow characters for engaging intrigue that reflects the relationship between timeless organizations in our own world: empire, corperatocracy, rebels, spies, conspiracies, mercenaries, flawed heroes and speculations and anxieties about technology's path to First Contact. Additional depth on these matters should be accessible to players who are interested.
4. PHYSICS: physics issues which contributed to constant "clunking" into objects in Descent 3 must be addressed. In addition, the obvious difference between navigating mines, navigating outdoors and navigating space (as suggested by cutscenes) must be reconciled. It has been suggested that the success with which mines were navigated in Descent I and II can be reproduced for different models (outdoors, space, orbit, hyperspace, etc.) as long as gameplay continues to focus on weightlessness in the mines.
5. COMBAT: Descent enemies are traditionally robots and fellow players. Single-player against robots and AI should present the same creepy frights that Descent I and II did rather than the often cartoonish, cute and well-lit Descent 3 robots. It is a bonus to keep to a minimum of gore as has been the tradition. Multiplayer has been Descent's most successful and long-lasting emphasis, and it should remain as full of options.
6. FORMAT: As a result of the increasing standardization of entertainment, the challenge of offering a game with the unique needs of Descent must be addressed as a serious consideration. Past solutions have been to release complete PC versions and "summarized" console versions. Although portals like PC, Mac, Linux and Nintendo Wii have enough buttons and axes, any console with the right "bundled controller" or "suggested controller" has potential.
I hope this is helpful and not overly presumptuous or overly vague, and I hope that this summarizes much of what long-time fans are realistically hoping for.