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If mixed-use zoning is not in the base game, then I am not buying it (since I can't think of a reason this would be particularly complex to implement, and this is one of the few things that does not already work well in the modded game although technically possible).
Being able to have procedurally-generated high-rises that can fill blocks in grids other than squares would also be nice, but probably way more complicated to design and implement. This is the one feature that would totally warrant a sequel for me, since the best modded equivalent (modular buildings with ploppable RICO) is nowhere close to elegant enough, but I wouldn't blame them for not making it either due to the challenge of implementing it.
These aren't even just useful for European cities (I prefer to make modern international-looking cities in tropical environments), but just for being able to build cool cities with better flexibility than the existing system.
C:S1 is a fun game, but really only allows you to build one kind of a city (and to make things worse, it's the kind of a city where I'd never want to live). We need to be able to create "15-minutes towns", lively neighbourhoods, etc. I really hope this will be included, it's really the only thing that could justify the presumably high price for the new game.
I think CSL1 made it possible to build a European-style city (whatever that's supposed to mean), but only with workshop assets and despite them, it is still a pita.
Most terrible are handling buildings that are not grid-conforming (or rather the lack of dynamically generated building shapes), the lack of mixed-use zoning and how somehow pollution made any attempt on that futile, and how poorly cycling and pedestrian infrastructure integrates with roads and buildings.
Short of those things, nothing kept me from building European-style cities (again, whatever those are), but the atrocious gameplay experience in doing so.