Get these right and we're off to the races!
Phases deadline
I know it's difficult to assess these during this Covid crisis, but gets more eyeballs and wallets interested in this game. Or at least give a guestimation for the beta phase 2, since most players will opt for the $75 package anyway.
Servers
One of the concerns for any mmo release with a huge concurrent player potential is server stability at release. It would be embarrasing to have server queues or straight up failure to log in during launch, especially for founders/backers.
Combat
Whether hitting things up close or spamming spells from a distance, make these skills punchy. I checked out the latest alpha stream and I loved the particle effects but I wonder how other color-blind players (such as I) perceive the explosion of effects...
Combat goes hand in hand with a fixed camera angle, the one used in the latest alpha footage is floaty and nauseous, it's like a default camera imported in Unity or UE4.
There was a question regarding mobility of skills being used. I'm actively testing the NewWorld alpha client and I can tell you the skills are totally brain-dead fixed. Character stays in position (crouched or standing) and shoots the staff projectile or the bow arrows, without the possibility of movement or skill cancelling. The only movement is angle of shot, but once you release, the character is stuck in the animation for the entire duration, which destroys any pve or pvp encounter, making characters sitting ducks to any enemy attacks.
Please focus on adding skill cancelling, either by moving to a side or straight up jumping. Skill queuing is a popular technique used by other mmos, but if you can't fake-cast something, where's the fun?
Also, the mana issue was evident in the footage, I couldn't bare seeing the mage character go melee some mobs waiting for the mana to slowly regenerate.
AI pathing
This goes hand-in-hand with the player pathing (if using auto-walk, a feature that should exist in any game). Don't ignore this!
Enemy AI needs to prioritize the correct targets (aggro meters/range if you please) and not get stuck in textures or go brain-dead if no pathing is available to attack the player. Getting the correct pathing also helps the auto-walk feature, if you decide to include this for mounts. Also, if the devs boasted some of the mounts will be huge, pathing would be the least of concerns, I'm talking clipping through textures or even falling through them.
Unstuck
This shouldn't be important, but with character/housing clipping all over the place, players will certainly have this issue. Get this done right, without item or durability loss, and players will love it.
Spam filters/reporting
Any new mmo will eventually be populated by bots and gold sellers, it's a popularity mark. So get a proper mute/report system, or chat channels that can be moderated by the leaders of the area, just like the town is run by a mayor. If two or more people report and mute a gold seller spamming chat, mute is region wide, no more spamming.
I have more things in my mind, but I'll leave you with these suggestions.