Ultimately:
1: Sim Customization, I know it's very Vague... But I don't want to play with witches, I want to play with Sorcerers and the way I believe how magic works. So this means We are given the Generic Breed of the Life State of a Magic User "Witch" and Like in Cats and Dogs, you choose a dog and you customize it into the breed you want. Same should apply to the "Witch" Life state, you choose Witch and then you can rename it and configure it into the breed your own desires. Magic is arbitrary and You should be able to craft a Witch, Wizard, Druid, Enchanter, Summoner, Prophet, or my personal favorite, Sorcerer, the way you envision not how pop culture tells you.
2: Magic and Spells, I'm hoping there is no alignment system. Only because not all Light magic is love and good, and not all Dark magic is hate and evil. Light magic can hurt, and a truly evil person can manipulate light magic for evil purposes, and a Good person can justify using dark magic for good reasons. So using Dark magic shouldn't shift your alignment. Also, hoping they're not thinking about using a Magic Meter, Magic should feed off of the Sorcerer's Energy Gauge. Since Magic is a form of Energy, Magic should technically feed off of the Hunger gauge too but more so Energy. Emotions should hold weight in terms of a Magical spell's Success rate and strength.
and I'm not talking Anger = Strong Fire magic, Sad = Strong water magic, definitely don't want to see "Sim is too sad to do magic right now." nothing lame like that.
I want to see:
Focused, Inspired, Confident, Energized = Strong spells, and high success rates.
Fine & Happy = General emotions Spells will not have increased success rates or strength boosts
Flirty, Dazed, Playful = Distracted emotions could go either way, some spells may yield towards success, but could go wrong in other ways as well.
Sad, Tense, Uncomfortable, Embarrassed = Weaker Spells, and wide room for errors.
Anger = Strong Spells indeed, however casting spells while angry can be very reckless, and fatal to one's self, or bystanders, and or victim. You could win a fight if you are fighting out of anger, however are you willing to risk a potential possibly fatal, mistake?
Finally, I just want to Point out, I noticed Elementals doing Elemental Magic, and I have to say I approve! I just hope Fire, water/Ice, Earth and Wind, as well as Light and Dark Magic are lethal. I know this is the Sims 4, but this is also Magic we're talking about.
Magic is serious business, that's what makes it fun to play with. I want Curses and potions, to really "Better or worsen" sims lives.
My truly evil sorceress should be able to craft a curse of infertility, and Going about those ingredients should be horrible.
I'd imagine the ingredients to be: Parsley, an Orchid, and the Tears of a Toddler... I mean why else add toddlers to the game? Might as well make them useful, right? >:)
If you give this Curse of infertility to a Sim with the "Big Happy Family" or "Successful Lineage" Aspirations. the victim should spiral into a State of prolonged sadness.
3: Make it challenging! Don't just give me the flying broomstick, or the magic mirror, in buy mode or the rewards store.
allow me to purchase just a common household broomstick from buy mode, or craft it at the woodworking station. and then with my powers I should be able to cast a "Levitation" enchantment on the broom stick so it can fly, or an "Animation" enchantment so it can be automatic cleaning/servant/Babysitter like the in Fantasia, the Sorcerer's Apprentice.
Also, I should be able to purchase Any mirror from the buy catalog, imbue the mirror with my power over time, and once the mirror is at full power, I cast a "Curse of Isolation upon my victim of choice, and the curse entraps the victim in my mirror, thus creating my own personal "Slave in the magic mirror"
4: I really really want forbidden Magic, Spells that are "Too dark" for the Game, Which I don't think they are, because the spell was inspired by a family friendly TV show, called Once Upon a Time. The Spell is the Good ol' famous Heart Rip. It's not at all Bloody ore anything. The sorcerer is able to magically, Phase their hand through and reach into the chest cavity of the victim, grab hold of the heart, of the victim and pluck it out... like an apple ripe for picking. And So now the Sorcerer has a Heartless puppet to control and obey the sorcerer's every whim. I always say it makes Voodoo look deficient. And I don't understand why it wouldn't fit the Sims 4 aesthetic, The Sims 4 was all about emotions, what better way to play with emotions, with magic, and literally holding the heart of your lover, and/or enemy and making them go on an emotional rollercoster!
5: If there is room For a world, My hope is that it's an Arthurian legend Fantasy type world, however I want to dress my Sorcerers and other characters in Baroque fashion. But for the World, I'm picturing a Feudal society. Where we have castle (64x64 or bigger lot size) overlooking a village. I think 5 Lots total in this world. Personally I'm not going to build Magic shops or anything, My sorcerer will reside in the castle as Lord, and Arch Mage of the region/realm, and he is the one who will procure ingredients to then craft potions, curses, enchantments, etc. So his castle will also act like a museum/library for magical artifacts he collects. but for the Village, I'm going to build a Tavern, I would love. I'm thinking about building Crafting stores/workshops. kind of like what you see in MMOs, Hoping we would get skill lines associated with them too.
I would like Blacksmithing working with metal, and creating swords and Knight's armors and we could get a sword fighting skill too. We have Woodworking, I would like to expand it, with Shield making/Heraldry and Archery creating bows and arrows, and I wish we could do Hunting, in the sims, but I guess just target practice as a sport would be fine. I wouldn't be mad if it's just that. and the better you are at Archery and Sword fighting the better bows and swords you can craft as you excel with blacksmithing and woodworking. Let's see... My Sorcerer would be the alchemist, and enchanter in the village.
Maybe I'd build barracks for My Sorcerer's Knight's who protect the village. Sort of a Knight's Club peacekeepers that fight off evil Daemonic/Vampire/Sorcerer/Rebels Clubs. And then I was going to say a farm, but... I don't know I would like a separate focused Pack for farming. So yeah I think 5 lots total one big one for my castle, and then 4 other lots in the village. maybe a 6th lot out in the forest/plains outside of the village limits, i would like a forest area to explore for ingredients, and creatures to fight.
these are the main ingredients I at least need for this game pack. The rest i can work out with mods and cc.