As for most what @Alexian said i am agreeing.
Lets add some of my own thoughts:
Complex city management.
The wish, that Fractured needs to reinvent the wheel is surely a good wish.
But Dynamight can pick up from many games from the past, can pick up the best that the past games had.
About complex city management i would wish some deep features that helps to be able to manage. For now, we almost have nothing, except to have the power to place blueprints and to decide which account we accept and which not.
I was already make suggestions about some of the management needs, like more informations about accounts and their related ingame names, a detailed permission system, visible relation to a town and area controls. Also the really urgent need of an town chat and/or at least a blackboard, since not all towns will be one guild only. I just hope we will get many possibles really to be able to be real governors.
Friendly fire and collision mechanics.
We had back in the days of the first Alphas a collision system and i wish it so badly back.
I saw once the PVP in Warhammer Online, where the collision system created real and very cool PVP strategies.
Beside the possibilities in PVP and even PVE, it really drives me mad, if i always see player running through others or if structures aren't solid.
I know, realism in games means nothing, but in the case of this game, i think it would improve so much.
Scattered inns/taverns/small towns/homesteads.
While your suggestions are quite interesting, i see a problem with the actual path of towns, the scattered settlements was removed for a reason.
But what i can imagine is to have some outpost kind places. Like you said, the possibility of a tavern - somewhere an restaurant at the edge of the universe.
I still need to find a way to spread Shrooffee-Bars all over the continents.
No fast travel.
Here i am going not completly with you. I think the harbors are a good idea to have.
Someone who is rich enough to spend that money, should be able to use Ships.
But i would add a real ship that is transporting us. And it will take time, less time than to run, but still time you have to spend. For quality of life, it should be able to go afk while on a ship, because you payed for.
Also we will need to have harbors for traveling between continents.
So my suggestion, just skip that direct travel in a second.
Niche professions like traveling merchants or merchant guilds.
I like that actually.
I want to be the most skilled flower picker of the universe!
No alts or allow one character per planet.
As much i can understand your concerns in this point, but i am really against this restriction.
From a view of a Roleplayer in MMOs, i want to be able to play many roles.
One character per planet would make the extra character slots of the supporter packages obsolet.
Also it would not solve any problem, because player who really want to do the things you mentioned, would just make second, third or tenth account.
A viable path for a life of crime... if you can manage the risk. Unlike some, I'd like a Syndesia that has to deal with a criminal element. Highwaymen, bandits, raiders, all manner of scum and villainy from so-inclined solo players, small groups, and guilds. I think this is an intriguing form of content for both victim and perpetrator. The sole threat to cities and individuals should not be from other cities and empires. But Syndesia is not Tartaros and the distinction should be that criminals assume a very real risk by adopting that lifestyle. I support a robust bounty system that is prohibitively expensive to Syndesia's criminals... should they get caught. I don't support a system that auto-zaps criminals into jail upon committing crimes; I don't support an invisible wall that prevents criminals from ganking their prey. I think players should have to think twice before venturing out into the wilds, alone, to harvest resources for an hour. But I also think the perpetrators should think twice before engaging in their deviant behavior. If they get caught, the consequences should be quite punitive and should keep the criminal element viable but meaningfully constrained so that it doesn't become a plague that kills Syndesia's population or drives them off.
At this part i am going with you.
But it just will work, if we have a strong possibility to face gankers. That will be the task for this and all upcoming Alphas, to figure out the best way.
I also think, the punishment should be harsh, if they can get catched.
I am almost on such mechanics, that gives them a long time punishment, so that performing a crime and getting caught is a really hard way to deal with.
Like if you get caught for stealing stuff, you will get your hands broken, so that you can't hold a weapon for a good while. If you murder someone, you go to jail and if you get released or bailed out, you have a kind of debuff, that makes you for a while more vulnerable than others.
Performing crimes and getting caught should hurt heavily, so that you have to think twice, if you really want to run around after you performed several criminal actions.
I also think, that a criminal flag should not be self picked up, you should get flagged as a criminal, when you perform a crime for a defined time.