1. Official console support and partnership with platform owners. Yes this code will be closed source, but without this there can't be many AA/AAA games. I'm aware that Godot Foundation is a step to solve this, but it's not yet here and unfortunately 3rd-party companies selling porting services are not sufficient.
2. Once console support is here there will be dire need for game publishers who have pipeline to fund and do marketing for games using Godot. Unfortunately it's very hard to find a publisher for game that built with Godot.
3. Godot need more stable and official support for pesky closed source ecosystems like Steamworks, GOG, etc. There are plugins for that, but they are not as easy to use as in proprietary competitors and not easy to find.
4. There need to be much better tooling for debugging and performance profiling. I've already had some lengthy discussion about it in previous Godot topics so I'm not gonna elaborate much. Its slowly being worked on and improved, but it still inferior than competition.
I love open source and love working with Godot, but unfortunately it's difficult to make commercial games when ecosystem is not there. Game development is hard enough on it's own and sometimes you have to make a choice of whatever you want to support FOSS or you want to make a great games.