I spent a lot of time planning and thinking about my design, both from a physical and character layout perspective.
In the end I still had to protoype and test the thumb clusters a lot. I ended up changing their physical design a number of times until I eventually had the current setup (and it's still not quite perfect, I think I'll have to switch to lower profile switches to get the thumb positions exactly right). I also had to adjust the stagger for the pinkie, by a large amount. It really is a lot shorter than your other fingers and I've seen a few builds where this needed altering afterwards. The ErgoDox has
very little stagger for the pinkie and I think this is one of its bigger negatives.
Don't have too many pinkie keys and don't add keys in positions you need to stretch for, but rather go for layers that you can access with your thumb clusters (I broke this rule for my Esc and Del, but I had other reasons for including them).
4 keys per thumb is the perfect number IMHO. Especially if your physical layout allows you to press them in combinations easily. This was a crucial driving factor in my thumb cluster design. It allows any pair except diagonals to be pressed simultaneously (front 2, back 2, top 2, bottom 2, all four at the same time) and that creates a lot of options for the "soft" layout. Taking the load off pinkies by using thumbs is probably one of the biggest benefits of my Ergo board for me. I consider Shift to be a layer key, so adding another layer key in line with it allows me to access 3 layers with just 2 keys and one "finger" in one position, just changing angle when pressing: Shift, Layer, Shift+Layer.
I went for dedicated arrow keys and I'm glad I did. After using 60% boards without them I really miss having them.
Adjustable tenting and split angle are good for prototyping, but both can be fixed for the final build. Going split introduces a number of complications, not least of which is the method of connecting them electronically. Encoding the one side like the ErgoDox does can increase response times and reduces the possible complexity of your firmware, since you're taking cycles to decode the signals from the 2nd half. Split angle is important, but it can be fixed since you can move the board closer / further away to match it to your shoulder width / inward arm angle. Split designs do allow more positioning options, though, so it's a compromise you have to decide yourself.
Also, tenting is not
crucial, but if you're going for an ergonomic design, it really does help a lot. It doesn't have to be extreme, I find from 12 degrees or so upwards eases the torsion on the wrists nicely and all the way up to even 60 degrees can be comfortable. IMO the Yogitype takes it too far at 90 degrees.
Most important features IMO:1. Well designed thumb clusters
2. Vertically staggered columns
2.5 dedicated keys for important functions. I have arrow and edit keys, but this is a personal one. I also put Esc and Del into the extreme top corners since I have some very ingrained muscle memory for those and it's nice to have them there. It makes for a nice Ctrl-Alt-Del gesture with my right thumb and pinkie only
My arrows actually become part of the layered number pad, too.
3. Tenting and separation angle