D&D's lead rules designer admits he changed some spells because of how 'painful' and 'excruciating to cast' they were in Baldur's Gate 3
"I thought: 'we are going to redesign Produce Flame.'"www.pcgamer.com
You would think they would've noticed how painful some of these spells are in the decade the game has existed, but I suppose the fresh perspective of a video game adaptation doesn't hurt. Though Produce Flame is actually not that bad in the tabletop version, Baldur's Gate 3 just made it unnecessarily complicated.
The change I'm most excited for is the addition of Weapon Masteries in the new 5e version. Baldur's Gate added Weapon Actions, where each weapon gives you a special attack you can do once per short rest, to add a bit of variation between weapons. The update to 5e instead adds a special at-will ability to each weapon that you can unlock if you have the Weapon Mastery feat, which most martial characters get for free. Meaning weapon choice will actually matter beyond the raw damage and martial characters will be a bit more interesting to play.
Skimmed the article, didn't see any mention of the At-Will stuff for weapons, but I have now excitedly brought-up the D&D Youtube channel and will watch through that stuff when I have a minute.
Exciting news, as martial characters have always been a bit boring; 4e, for all its faults, was pretty cool since everyone had all the different abilities to do stuff with. I generally play Melee characters (Cleric is my usual goto), so it'll be nice to have some stuff to do other than just hit stuff and cast a few spells here and there.