First point is about general combat; could there be an 'auto-attack' function added? In conjunction with an 'auto-target' function, specifically for ranged combat, but I don't think it would hurt melee.
AdventureQuest Worlds has a system whereby you initiate combat with a monster and you automatically auto-attack and target that creature until it is dead, but your skills can be used to replace your auto-attacks whenever you choose to activate them.
I have noticed that in melee range, arrows fly over the heads of enemies, and targeting is difficult, even if there is only you and one enemy, let alone multiple targets.
Having these automatic systems would also help kiting as you could run when needed and allow the auto's to kick in when you stop.
Second point is about the criminal system
It will be interesting to see what happens on Tartaros, where almost everyone will be evil; will there be chaos? everyone stealing and killing like, well, demons? how would you know who stole your stuff? anyway, time will tell.
Arboreus will likely be a case of; see red, kill red, while Syndesia on the other hand will likely have regions as 'home-base' for good or evil players, and where one enters the others territory, the outcome will depend on the people involved.
But even so, the good regions will likely be patrolled (to some degree) by bounty hunters, and so, particularly for Syndesia, which relies on a give and take between these forces of good and evil, both sides must then be equal.
I refer to looting, and I think I have a solution to the issue of looting differences between alignments.
Firstly, all players can be looted equally.
Secondly, no EQUIPED items can be looted.
Thirdly, value of items looted could be the determining factor for karma loss/gain. Perhaps the karma difference between the players? the more evil/good a player is, the more karma is gained/lost by killing/looting them.
I still don't like that a good player will gain karma by killing evil players, and not lose it by looting them. I understand it from a game point of view, but still; killing the bad guy and taking his stuff makes you a better person?
This way players can still lose their backup gear, their gold, their precious materials and so on, but they at least still have the means to get them back. Given the wear on armour and weapons, and the time and effort required to acquire high end gear, I don't think players need the added loss of the things they have at least managed to make. Players can still lose the materials for their next set of gear, their gear for specific fights, and so on, which frankly is bad enough, but to lose your everyday gear that you maybe just finally finished making...