But since that's not possible, then: what Mod. said... except:
4. If Basilisk makes it even less linear then there has to be more writing to justify it, we have to be able to discover things and get involved in things and this requires an awful lot of writing. Personally, I think the game should be more linear: there ought to be a stronger plot and a strong narrative thread which gives a purpose to everything we're doing.
6. Multiple-solution puzzles I think might be be too much work for the gain. I'd much prefer a better story; compared with that: puzzles are pretty insignificant to me.
12. Nah, this game is turn-based. Every action is meant to be chosen by the player, not inferred by the computer.
22. I actually like the empty flask in the quickslot. It emphasizes my lack-of.
On #13, which I agree with: I still say, like I did some time ago, that lock-picking shouldn't be based on percentages but rather on skill level. If you meet the skill level required: you pick the lock always and automatically. If you think this makes for bad gaming: Jeff Vogel does this.
On #20, which I think I agree with, an asterisk: Too many games put too much difficulty-emphasis on the bosses. They'll have a certain level of reasonable difficulty (or in some cases too little difficulty), and then for the bosses they make it insanely difficult. Because, you know, if it weren't really goddamned difficult then it wouldn't be a boss, now would it? I find this just a little annoying. So what I'm saying, I guess, is if you're going to have bosses then make them somewhat difficult, not really difficult just to make the point that it's a boss. One of Book I's major problems, of course, was that the end-boss was too easy. I haven't finished Book II yet

There're a lot of things I've already suggested . . . two of the things that come immediately to mind are: notepad and map flags.
Oh, yeah, and more/better animation. The emoticon above has better animation than most of Eschalon... why? For example: The protagonist is two-cel animated.
Also, I agree with Adskiy on greater resolution. My screen is 1280 x 1024, so if I enter full screen then everything is stretched out of shape. I have to go into windowed mode instead.
Oh yeah, and I agree with Randomizer that killer dust bunnies would be cool.
EDIT: Maybe the figures should be larger. Not Kivi/Din size (get too large and you can make a game look cartoony), but large enough and detailed enough to give the player a better sense of the characters as actual people, so to speak. In a story, characters are important. Personally, I think that, in addition to story, game developers should be paying more attention to characters.