Just going to comment on some of the OP's points.

Quote Originally Posted by Novastarone View Post
-Race choice and "be any class" is irrelevant when you tie base stats to how your character to look. Even if there is a trivial difference at end game, the fact you can't be 100% statwise because you wanted to look a certain way is bad design that has been fixed many times over.
Personally, I see very little point in having different races from both a development and players point of view if there is only cosmetic differences. Even with differences, the problem isn't that the characters have slightly different stats, but the min/maxers that want every one to play only the very best combinations. So hypothetically, could have a game with only a really awesome character model but bad stats and one that looks like a walking turd with good stats. Would be interesting to see which one would win out for popularity.


Quote Originally Posted by Novastarone View Post
This also comes bundled with lack of "city clothing"/transmog-like features, people spent time developing that level 5 piece of loot just as much as the leve 30 one, let us wear it.
Fluff feature that while nice is not needed to have in place at a launch of a new game.



Quote Originally Posted by Novastarone View Post
-Quest item use from bag is an old problem. give a shortcut on the "duty list" to the item
They already do have an icon for quest item use, just not the biggest or most obvious sometimes.


Quote Originally Posted by Novastarone View Post
-Zero uniqueness, 90% of the players playing X class are Y race and will eventually be level Z with a full set of ABC gear.
Comes standard with any gear treadmill game thanks to the very common min/max attitude.


Quote Originally Posted by Novastarone View Post
Improperly tuned dungeons, unforgiving encounters plus inexperienced pug players is a bad mix. More variety needed to satisfy both casual players (Dungeons too hard) and more hardcore/coordinated groups (Dungeons too easy)
I haven't found this to be the case yet, though I have not done any post-story dungeons yet. Only issues I have had with dungeons has been tied to the positioning lag when dealling with AoE's.


Quote Originally Posted by Novastarone View Post
More variety in endgame content? Is there anything to do besides dungeons/primals/whateveryoucallems? WoW has factions, PvP progression, Pet collecting, Achievement Hunting. Rift had some of those and Planar Attunement, Player housing etc. What else is there to do at max level?
WoW and Rift didn't have all that much to do at their end game but Grind away at a few things at their launch as well. Got to remember to compare similar points in their timelines. So from someone that has played a few MMO's at launch, they have done a good job at meeting most expectations at launch outside of the underestimating popularity.

Quote Originally Posted by Novastarone View Post
Summary: Doesn't deviate enough from the standard MMO formula to warrant a monthly fee. Borrows some elements from other MMOs but not always the ones it should.
It's rare to see any game deviate from any Genre's mold anymore. Also it takes more than just deviating from said mold to make a game sub worthy or not.