Well the news has spread that the Dungeon Masters Guide 2 will feature a full write up of Sigil as an important homebase for Paragon Level characters. So I wanted to know what all of us the devoted Planescape fans especially hope, fear, and expect to be in Sigil's 4e write up.
I guess I'll point out the obvious to start, it seems that Sigil has been designated a paragon level city and that the idea of low level adventurers travelling the planes has been axed.
Another thing is that there is no more Blood War, while this doesn't directly affect Sigil itself (other than the ocassional Blood War spillover into the Slags), but it does seem rather odd and changes things a bit.
One thing I hope they keep is the notion of Sigil being THE premier cross planar Hub and that you could potentially find anything and a way to anywhere from here. That and the notion of seeing Angels, Slaad, Demons, and more walking down the street.
No yugoloths, a completely different cosmology, no Blood War, a different history for the planes, no gate towns, no infinite spire, the design notion of 'only paragon or epic tier PCs may travel the planes' rather gimps a lot of things to do with the Factions and how they operate. And all the retroactive changes they'll need to make to Sigil to incorporate all the 4e default. Depending on who writes it, it will be either an interesting, Sliders-esque take on Sigil, or it will be a mockery of the place. I'd prefer someone like Rob Schwalb (currently one of WotC's frequent 4e freelancers) handle it rather than some members of the core 4e design team because he has a handle on the Planescape material, whereas much of the core 4e design team either has a gaping lack of knowledge towards Sigil and Planescape in general, or an often demonstrated willingness to just ignore or rewrite aspects of it to force fit 4e ideals.