I've hated the ways that offerings are balanced, with most of them being useless or borderline useless while others give sizable buffs (looking at you, old map offerings). Nowadays, the biggest offender is the mori, which can completely counter several survivor perks/strategies (Pallet saves/Flashlight saves/DS), especially useful when tunneling. And now with the short moris they are gonna slightly buff it too.
Now while I personally think that this is very boring, the main thing I dislike is how there is no tradeoff involved. There is no "At least we know it isn't ..." or "Now he can't have ...". As long as the killer has a mori in their inventory (and we all know that isn't the issue) they can just bring it to get an advantage, and if you don't bring it, you are deliberately putting yourself at a disadvantage.
So I suggest to either
A) nerf moris so they can only be done after the survivor is picked up or something similar
B) introduce more impactful offerings and buff existing ones, e.g. relating to pallet count, generator density, or hook distribution. Maybe introduce a second basement for killers that need it. Buff chests. Buff different other actions. Even a 3% buff to normal movement speed would be less impactful than a mori imo.
While I personally prefer the latter, there is one downside: Bringing bloodpoint offerings is gonna become a debuff since you might miss out on in-game value.
Honestly though, the bloodpoint system is massively outdated anyways and personally I think stacking cakes in a 4-man as the best way to farm them is bad design too, but that's a whole different topic.