Well for the skill stuff this next league should have a bunch, they've already started talking about it. I guess all the potential previous changes were pushed back due to other issues and that led to 2 leagues in a row with not much new stuff, some new skills that underperform and/or are the same as older skills but better(which might still underperform, like how tectonic is basically better ground slam but still not good enough). I guess that the new skill shit will be a main focus for the next league, so they can go a few leagues without changing much and being like "well we changed a lot in 3.3". Honestly it'd be nice if they stopped adding variations of ground slam and just worked on fixing ground slam and all its variations first so they're actually different enough from each other and worth using.
But objectively some of the changes they've made in the past few leagues were fairly good. The ascendency rework is mostly a success, a lot more ascendencies feel good, although they missed the mark on a few. Some aren't popular but it's more a meta thing than a power thing like before(for example Occultist was one of the least popular one when they posted numbers a couple weeks back but it's a very strong ascendency, it's just the focus doesn't match with how people play the game currently, not many people do ES based builds for example). The Elder and Shaper stuff were pretty well received and offer a nice challenge with some nice rewards for it and forces people to think a bit more about their atlas too. The map changes also helped with map diversity, sure people still want to run specific maps over and over, but it's not like ONE map like it was a few leagues ago, people have to pick a small handful of maps and they don't necessarily all pick the same but instead pick based on their builds for maximum efficiency. Some pick open maps, some more closed maps due to more limited aoe and stuff.
The main thing is whenever they do their trading/crafting focused league next, they need to think it through better. Honestly I don't think a league should be crafting focused entirely, it should just be a normal loot focused league, with crafting mechanics on top. It'd fuck the economy further, sure, but at least people who don't care about crafting don't get basically standard for 3months. I don't think enough people care enough about crafting to make a whole league concept based around it. Most people just want to kill monsters and get loot, not kill monsters and get components to maybe craft something good or maybe not. If they do the whole crafting, it needs to be way less RNG. It can't be "well you get random materials randomly, and then those random materials give you semi random results, so good luck with that". Games like Monster Hunter work on crafting systems because it's all deterministic, you farm boss x to get material y to craft item z. You might get 0-5y sure, but you know that farming that same boss over and over will eventually give you enough y materials to craft the z that you want.