If they do remake 3, I'd be excited for it, but I'd want them to make significant changes to the environments, the story, the cast, and Nemesis himself, to the point where it probably wouldn't resemble the RE3 we know much anymore, so you guys probably don't want me on your team.
But what I'd want to see
- Make Carlos and the rest of the army guys more interesting. If Predator can do it in one helicopter ride, so can RE.
- Provide more diverse outcomes for the 'story decision' junctions, or scrap it. Apart from the first one, which saves you a lot of time if you pick the right one, they mostly lead to insubstantial, arbitrary design reshuffles.
- More indoor locations. I don't feel like the classic RE formula works so well when you spend so much time outdoors. Claustrophobia and the fear of what's behind that next door are key (although the outdoor locations in RE2 are some of my favourite areas in the series due to being used sparingly).
- Better (and more) bosses, including Nemesis himself. I've never liked Nemesis' design, and I find fighting him repetitive and rather useless unless I have to, considering the lame items he drops.
- Better endgame. The disposal facility is a really weak, uninteresting area. The game kind of drops off a cliff for me after the park in general.
I haven't beaten RE3 yet, so I can't comment on the end-game, but I'd say Carlos is about as interesting as Ada in RE2. I like how his good nature shines through despite Jill's initial suspicion. And this other guy (Nikolai, I think his name is?) seems shady, but I'm not sure what's going on with him. Jill thinks he's dead, but RE operates on comic book logic, and I didn't see him die, so...
I also think the outdoor environments are a big part of this game's unique appeal. The streets and alleyways of Raccoon City form a maze of comparable complexity to the RPD, albeit the focus is less on unraveling it (since most of it is open and interconnected from the start) and more on surviving it (due to the hyper-abundance of monsters and other threats). That being said, I wouldn't mind the interior locations being expanded.
Realizing you need to backtrack for something, and then encountering all kinds of emergent horrors along the way is nothing new with RE3, but this game seems to handle it especially well, constantly phasing in new threats from all directions, making it feel like the city is truly overrun with monsters.
Regarding the split pathways, I haven't played the game as much as you, but I'm intrigued by the premise, even if it's just a light reshuffling here and there. Some of the mix-ups sound neat, like entering the chapel from the burning bedroom if you jump out of the train, vs. entering from the courtyard if you hit the emergency brakes. It's like the difference between entering the RPD in Claire A vs. Leon B, but on a scene-by-scene basis. It also appears that enemy layouts, item distribution, etc, are semi-randomized. Like with the chapel, I hear you can encounter those flea-men in one room, or alternatively more zombies.
As for Nemesis, I think he's fun to fight, but incredibly difficult. I know he can only grab you with his left (?) arm, so it's generally safe to run around his right (?) side, but it's hard to remember this under pressure. And I hear he'll grow tentacles at some point that make this harder to do. I've gotten better at dodging while facing him, however!
I still prefer to run from him. It's fun seeing how far he'll pursue you, and the stuff he does while chasing you is pretty great. He fired an RPG at me in the Marvin room at the RPD!