Honestly this is a hot take but I kinda want a Jungle Beat sequel of sorts as the new 2D entry from EAD. I dont mean disregard all of Rare's elements again but mix the two gameplay styles of Jungle Beat and Country and create something unique. Have the combo rhythm based gameplay of Jungle Beat while also having the characters, animal buddies, and KONG letters of the Country series.
Instead of weird evil Kongs you box Kremlings/K.Rool. I loved DK's movement options in Jungle Beat he could do more things than he could in Retro's DKC games. He could wall jump, handslap, clap, ground pound, back flip, wall slide. DK was insanely fun to control in Jungle Beat. Now imagine incorporating other Kongs into Jungle Beats playstyle. Like let Dixie do everything DK can but also let her glide like in DKC2 and hair whip. Diddy can run faster than the other kongs and use his jetpack to prevent him from touching the ground once a combo to extend your combo beat. Cranky uses his cane to bounce on the ground and on spikes. His bounce like Diddy's jetback counts as a beat combo but only once.
Bosses: This is the part that gets interesting. In the original DKJB their were 4 boss types Hogs, Kongs, Birds, and Robo Tusks. But here in Jungle Beat 2 we will call it. I would give each Kong a boss type to fight. Donkey does the boxing matches again but like I said this time they aren't evil Kongs but really big Kremlings like Krusha, Kludge, Klubba, and finally K.Rool. Diddy gets the Hog boss fights, Dixie gets the Bird fights, and Cranky gets the Robo Tusk fights. Obviously the Diddy, Dixie, and Cranky fights are theoretical ideas they can be different enemies to the ones in Jungle Beat. Maybe ones that incorporate different gameplay to fit the other Kongs unique abilities.
Also in my mind the KONG letters work just like they do in the Retro DKC games where you collect all 4 per level and collect all of them in every world/Kingdom you unlock a really difficult bonus Kingdom. The KONG letters are also strategically placed throughout the levels where you dont have to break your beat combos to get them. But this game also still has the banana totals as well. You earn bronze, silver, gold, and platinum medals at the end of each Kingdom depending on how many bananas you collect. If you get all platinum in all the kingdoms you unlock a harder boss fight with K.Rool.
Finally the controls a lot of you were probably thinking "but MarioManiac a Jungle Beat sequel wouldn't work because the original used the bongo controller" but alas Jungle Beat was ported to the Wii with a more "standard" control scheme and I believe the original allowed you to play with the GCN controller. Honestly I prefer the Wii version of Jungle Beat to the original anyway.
So thats my idea of what I would want the new DK game made by EAD to be. It honestly makes since to me. DKJB was a fresh direction for the series (even if it was divisive and sold poorly). Its also an insanely unique platformer that no other platformer has ever attempted to do again. If the rumor is to be believed its not part of the DKC brand AND its a sequel to a game EAD previously made which they aren't opposed to. Jungle Beat looked phenomenal in 2005 and still looks great today. Honestly the fur effects on DK have still yet to be topped. So if the game looks like that but in HD it has a chance to "Wow" people and reinvigorate the brand. The biggest things that held Jungle Beat back in many peoples eyes was the weird control scheme and lack of Rare created stuff. This game would fix both of those issues and could make this game sell at least 5 million in my eyes.