I made plans as well. Furthermore, posting this stuff on a Thursday night for the next night isn't optimal to discuss things properly... because we clearly didn't discuss things at all. I'm not even close to agreeing with what was decided in the post above regarding rogues.
The main issue was the terrible stat allocation for the rogue character, not to change how certain skill checks are done for all classes.... and not without further discussion regarding it and how it'll affect others. Wisdom has nothing to do with the fact rogues aren't wise but rather a personal choice on how they align and take advantage of others. In fact, they should have more wisdom than the norm.
To discuss unlocking traps/door and whatnot without even encountering one and making massive changes isn't advisable. Perhaps if players would take their characters a bit more seriously instead of blindly running into halls and getting flanked by three sides we could have worked on the non-combat mechanics of the game a bit but we clearly didn't. My character was obviously built for skill checks, others for combat. So why change the whole system?
Fighters can go in and hit enemies every turn for 15+ damage at the first level... the best a rogue can do is around 10. If they take a turn to hide, they can buff that a bit but the damage is no where close to the other classes with current hiding mechanics. So ummm yeah, that skill check advantage stays and DC checks should be in line for the character levels. No "Master locks" in newbie dungeon LVL 1 please. People have complained EXTENSIVELY in 4th edition how "all classes can do any skill check, no experts, 4th is lame" but the moment in 5th edition a class is specifically good at a specific skill of their trade, they want to destroy it? That's hypocritical at best. You can't have it both ways.
Lastly, there were no discussion about how ridiculous a 30 foot main radius of a sling is and how anything beyond that range is a disadvantage. So even if I use a turn to hide and then attack something at 35 feet away, I'm just wasting my time playing that night as my advantage gets nullified when clerics and wizards can cast spells clearly across rooms without any problems, some of them with auto-hit mechanics to their spells. If I waste a turn hiding for a sneak attack, odds are most enemies will move out of range. Broken.