First, Id like to say that I completely agree with Phaedris...his ideas are awesome. I especially like the funeral idea.
Here are a few of my own ideas'
Shorter day/night cycle added to the seasons
Im not sure why the 8-hour day/night cycle was chosen, but I would much prefer to see a shorter one...maybe 1 hour or two hours max. The main reason is time, and it comes down to two sub points
1 - I dont personally have time to play this for more than 8 hours at a shot, so if I log on and it is night, Im pretty well stuck for the duration. Shorter day and night cycles would give some variety to play.
2 - I work, which means Ill be logging on at roughly the same times each day I play. Which means Im stuck playing only in the day, or only at night. Again, shorter cycles would give people with busy schedules some variety in play.
LENGTHY jobs
I really like the amount of time required to grow wheat and so forth...it takes a lot of the pressure off the game and moves it from a game where you need to be on constantly clicking in order to succeed to a slower, more realistic pace. Id like to see this expanded to things like building huts and other large, permanant features. It would also add in the teamwork bonus...if I log on and see a pending build by one of my friends, I might be able to help out and shorten the build time. Im only suggesting this for the major, permanant things, like huts and wells. I think the time required for axes and fishing and what not are just fine.
Personalization of the character
It is REALLY hard to tell people apart. How about letting them change facial hair during play, possibly with a time delay...takes time to grow out a beard, ya know. Also, the ability to choose skin color at start-up. More and different types of clothing and hats, altthough Im sure that last point is already somewhere on your long list of future features.
Tameable/leadable/BREEDable Animals
I find some sheep while exploring. Id really like to have some, but it takes 30 minutes to walk from where I am to the sheep. No problem, Im an experienced animal handler. I take out my rope, toss it over ones neck, and lead it back to my hut, where I pen it. Assuming that the foxes dont devour it or me on the way. Eventually, I make another trip, capture another, and have a breeding pair. My nemisis, who lives over the hill, is jealous of my good fortune and sneaks in one night with a rope of his own and makes off with the lot.
Destructable buildings
We are quickly seeing deforestation as a significant problem. This will be remedied slightly by tree planting or natural tree respawn, but if I built a hut in JUST the wrong spot and want it fixed now, why not let me salvage the hut and re-use the materials for a new hut? same with buckets and whatnot. Of course, there is a risk of permenatly losing raw materials, but this would considerably reduce the amount of forest needed while adding a level of realism...people in primitive survival situations who just spent time making planks arent going to make new planks, they are going to carefully remove the planks from a no longer needed structure.
Skill tree levels
I actually like the skill tree, but what Id like to see added is levels within the skills. for example carpentry allowing X new abilities but carpentry 2 allowing faster or lower stamina or higher quality use of these abilities. This would cause the need for specialization, which increases interaction. If i can bake bread just as well as my neighbor, there is no reason to trade. But if I can bake bread better and he can raise crops more easily, we will quickly realize it is in our best interests to continue to specialize...him in increasing his wheat outpput, and me in increasing my skill baking.
That said, this game looks like its going to be fantastic. Thanks for putting in the time and Stamina, Im sure it hasnt been easy.
And, sorry I dont have any pics. heh.