* 3rd person - while I would be on board for a first person only MMO depending on how it is done, there is nothing wrong with 3rd person view for immersion purposes. It's actually rather nice to be able to see my character, their gear progression, mount, particle effects, etc
* short fights - can be either or, depending on combat style and what the intended challenge level of combat is supposed to be. Honestly, most MMO gamers I know love pushing boundaries, and go after Heroic targets solo or duo, try to 2/3 man instances, or 1/2 group raid content if they are looking for more challenge.
* weak mobs - really just an extension of short fights in a way. I definitely think heroic or higher content should be lethal if not approached correctly, and that danger should be pervasive through a game in general.
* datamining - it is what it is. It will happen regardless of whether it is there or not, there is no way to stop a game from being consumed and regurgitated for the masses in this day and age.
* addons - there is a line here that shouldn't be crossed, anything that takes over actions, or in essence plays a part of the game for you is detrimental, but addons and the fact they often add long requested features or simple quality of life improvements that devs never get around to makes them a highly welcomed feature in most games.
* on-the-rails questing instead of a sandbox - this I agree with completely, sandbox trumps on rails content, but there is a time and a place for both, even within the same game.
* disincentive for grouping - I don't feel like I've ever played an MMO that actually actively discouraged grouping in any way, maybe some examples would help, but I strongly believe any good MMO will capitalize on both solo and group play. I do believe that group and raid should be inherently more rewarding, but it should be looked at in terms of effort/time and high quality items should be allowed through solo content that utilizes large quest chains or multi step challenges to work towards a larger goal. The way there were multiple unique items in EQ for instance, some of which could be acquired solo (sometimes depending on class), that were meaningful items, not always an upgrade or best in slot, but still useful for clickies or niche content. Regardless of level of play, there should be rewarding content, and rewards that make you want to hoard items, or collectibles, or house decorations, trophies, etc etc
* instances - it has become over utilized and that does remove immersion, but it shouldn't be something that is completely removed, rather used in the appropriate places while leaving contested areas readily available.
* QuestHelper - while I remember my binders full of printed out quests, Epic walkthroughs, spell list and buying guides, etc for EQ, having a quest log/journal whatever you want to call it, is a must. Most games have far to much content to try and micro manage, and you are looking at the current generation and all subsequent being accustomed to (or even entitled) this kind of in game commodity.
* Simulators - never used one beyond spec calculators etc, but I don't see the harm in something that the only intent from is to make people better at their chosen class/profession. Whether it is on a parse dummy in game, a test simulator, or you are beating up grey heroic mobs for practice with little to no danger, it's the same thing and will happen in a game regardless.
* autoplay macros - covered this in my speal about addons.
* PvP without even coin loot - I don't pvp enough to have an opinion other than that I've yet to find a pvp game that has made me care about pvp.
* PvE that is overly scripted and gated - both have their places, but over using it can be detrimental, as can be said for a lot of things. That being said, both are a basic concept of gaming. Being too low level for content is technically a form of gating etc.
* RTS style community - I don't really have any perspective on this.
* no death penalty - needs to be there, would like to see a more balanced way of implementing it, and have zero problems admitting, I have no idea how to do that or what a good method would be. Fuck losing everything you've worked for because Nagafen planted his fat ass on top of your head after your pug raid wiped.
* easy travel that shrinks the size of the world - I'm fine with easy or fast travel options, they do need to be in moderation depending on how they impact the size and scope of the world they are incorporated into, but port classes should still be something that are useful and oft requested for that purpose, regardless of what built in travel options exist. This really also depends on the game, a game that has a wonderfully immersive world, that makes me feel like travel is worthwhile and not demeaning, less is needed. A giant time sink sand trap, please give me fast travel, all the fast travel.
* too much information in the UI like spell tooltips, too statistical and explicit - knowing what your abilities do and to what degree, is a basic part of game play. I don't feel that denying the player base access to the fundamental way their class functions is a meaning or pragmatic way of creating immersion.