Wolf_paladin
Why would you not want these?
-World/Biome Generation focuses too much on the macroscopic level, where everything looks realistic from above, but nothing too interesting comes into place from the player's point of view. Back then, the world offered a lot of interesting places to plant your first house, but nowadays I find the world really bland.
-Biomes used to use color from scales dependent on rainfall and temperature, which would work at its finest when you had a texture pack replicating the Fall season. You'd get all your reds, oranges, and yellows dotting around in the right places. But in the current Minecraft, you'd only get one color for the biome. So the Fall season would fall short when the whole forest is in pure red or some other color, but not a mix of any kind.
-The End was a very boring endgame scenario, I think this is self-explanatory. In truth, Minecraft should end when your creativity runs out, not by means of a poorly executed, though optional, quest of sorts.
-Endermen actually could stay around, but they'd need a different drop.
-In general, alchemy, beacons, and brewing was poorly executed, and birthed some new mobs mainly to reinforce those activities, which is an excuse for depth in a game since some folks aren't really interested in those activities, unless it caters to the sandbox aspect of the game, which it doesn't.
-Villages obstructed a player's usual first-night experience in the game, where the beginning goal is to build a house and survive the night. But apparently villages give you the option to use their housing as well as their crops and other utilities that just created a complete shortcut into an important and iconic part of the game. Villages also have a poor trading system, which also incorporated emeralds into the game. Emeralds didn't really change the poor trading system much at all.
-Snow Golems is an almost silly means of defense, which works for some people, but not everyone.
-Iron Golems seemed to have been made as a means of defense towards the villages, but since I want villages to be removed, then they might be removed as well. However, I do like the Iron Golems, and I think they'd make a fine hostile mob given the right situation.
-Witches... not too sure what they are for, but maybe I'm biased against them because they look like the villagers.
-Mooshrooms are a part of a completely unnecessary mushroom biome. Giant mushrooms, however, don't sound that bad on their own though
-Anvil could and probably should be kept, I just felt that iron blocks could be used as anvils through a quick means to repair tools, and a GUI wouldn't be necessary - all of this is based on a server plug-in that I remember.
-Beef, Chicken, and Rotten Flesh were just other sources of food that I felt had devalued the worth of the pig, but considering the necessity of the hunger bar, I could understand why they could be kept. I just think that the hunger bar could be improved a bit.
However, when I wrote that, I forgot of a few topics that I want to include:
-Baby mobs are and have always been (at least for me) an awkward-looking part of Minecraft. Of course, I don't mind breeding, so as long as it isn't overly forced, but I don't want to see baby zombies and pigs with giant heads... I don't need that aesthetic.
-Zombies with armor sounded and looked like a bad idea. I thought good ol' Steve was the only adventurer capable of crafting armor, but apparently zombies are able to use them? I feel like it is an excuse to deliver more challenging mobs to the game, instead of putting some elbow grease together in thinking of tougher mobs.
-When the wolf came out, some people were afraid that a companion mob would take the player's focus away from the sandbox/adventure aspect of the game, but I didn't really find the wolf a problem. However, the wolf could be improved to reinforce a better companionship. But since the ocelot was added to give more companion-like mobs, I felt that they were devaluing the wolf a bit. Now, some people like that the cats, although I find them kind of unnecessary. The developer's though did give cats the ability to scare creepers away... but in the end it sounded like an excuse to make cats seem more worthwhile.
-As for the horse, we already had a sprinting capability which was pretty fast, and pig's are capable of being ridden... other than that I don't really know what horses do, but as a texture packer, I do know that there are about 12 or more texture files for this mob, which is way too much! Not only is the modeling on the horse a bit more complex than it needs to be, but the amount of textures is too damn high... same goes with the villagers. And in the end, I haven't really heard many people liking the horses, which is enough for me to ask for its removal.