Quality of Life Changes (QOL)
Apparently ever since PvZ3 has been in development for nearly a decade now - some features are still missing regardless of the old betas that we used to have which makes me question why these features aren't here yet.
Endless Levels and Endless Zones:
Adventure mode ends and that's all help is to just grind the daily battle pass or the levels for your plants until you reach a softlock in expeditions and lawn patrols. Grinding experience is already is a pain for a free to play player since they have to wait for a few weeks just go play a little few levels or just wait a full day to watch a couple of ads for 150 exp, which is the bare minimum for a late game player.
I would basically simply just ask for you to add the endless levels from the old beta that we had gotten - and probably add like an exp reward for beating each level. This way, free to play players don't have to wait for a long time to make any progress in the game.
I would also basically suggest by making it into a mix of both PvZ1 and PvZ2 Endless modes, where your progress and setups gets saved and more threats begin to enter your lawn as player will have to strategize in accordance to the given threat and changing lawns and mechanics. Removing leveling in this system will enable players to strategize and take care of threats without making the system unfair - for example, an higher level balloon zombie could destory most of your defenses if you don't have an proper leveled up cabbage pult.
You can also add a weekly leaderbroad in which players gains rewards just like the old systems of the lunch box mechanic and the tugboat race - depending on their level, combined overall score and how long they survived before they died of a gruesome zombie death.
Replacing hearts with Sprouts:
I don't simply just understand why this feature even exists as it limits Zen garden plants from being planted. PvZ 2 had a feature where you could get many sprouts for the zen garden to plant if you could beat an level or two - why not add that here?
The only limit that this becomes is the energy system and the overall time to grow your plants - honestly I think it's way better to add this system as it keeps things efficient and makes it as an incentive for the player to keep logging in to collect their rewards.
But, I think that the energy system should also be optional as it should rather reduce the rate of how long your plants take time to grow up - this makes getting plants much and much easier and creating more room for experimenting and the player engaged.
Turning additional battle pass experience into Plant experience:
Becoming the battle pass makes the additional daily tasks and the experience that is earned from it basically entirely pointless as it doesn't even contribute to the battle pass. Turn it into plant exp from any additional battle pass experience.
What happened to the weather effects?
I noticed that Water Surge as such stayed ingame after a while.
The previous beta had a weather effects like rain, sun bursts and stuff like that - this was a really interesting mechanic, why remove it? This will make levels more interesting and have an good approach to them instead of being the old barren tiles that reassemble mold colonies.