-Auto-attacks should produce TP and have little/no baring on stamina
-Auto-attacks should be STYLISH and have semi-random animations, repetitive AAs make it easy to pass out on the keyboard
These are worthwhile suggestions.

The rest, well....

-Auto-attacks should fatigue, meaning that over time they get progressively weaker (beginning at about the 3rd strike, with small chips away at the damage potential hitting a minimum of roughly 20% of normal damage). Fully fatigued AA should have a reset clock of about 12 seconds (1/5th of a minute, is quite a bit of time in well paced combat), this reset clock only runs after the most recent AA. When the AA is not fatigued or only slightly fatigued (less than 7~ blows in), fully moving the player avatar or performing a skill resets the fatigue entirely.
I don't think taking the time to implement something like is worth the dev's time. I think I understand what you're going for though. Trying to limit the importance of auto attack? That is fine goal, but not the best solution.

-A "choke" on AA, when trying to move, meaning AA loses priority to movement, to maintain smooth gameplay .
Two points. First, this can be potentially good by eliminating the weird attack animations while running away, and also it would at least allow more movement and timing, as it's impossible to move while attacking currently. That said, I don't like this idea, as you are removing the incentive to be mobile and replacing it with an incentive to pick a spot and never move.



All in all, would probably be a mistake implementing most of these ideas, but I would agree that Auto attack should not be as significant as other MMOs have made them. And I would agree a repetetive animation for auto attack is boring, yet there is already separate animations for critical hits which changes this up already.