Low Hanging Fruit
I find that when developing a game, there is usually some low hanging fruit - some obvious tweaks and changes that would likely improve the game. That seems like a good place to start, before diving deep into a development project, before stripping a game to studs and rebuilding it, might as well try the obvious tweaks and pick off that low hanging fruit!
I suppose that's a product of experience, where a designer who hasn't encountered certain situations or design problems makes relatively common "mistakes," and another designer or a developer who has seen that situation before immediately notices it.
I've started looking into taking freelance development jobs, and as an example, on one of them there happens to be a lot of this low hanging fruit. So before I really get in there and start messing around under the hood, I'm starting with some of the more obvious stuff, like false or uninteresting decisions (decisions made without proper context), unreliable abilities, unnecessary layers of randomness, and obvious card imbalances.
When you design, or develop, what kinds of low hanging fruit have you come across?