(few i read around here, others i thought about)
#1 - Horse Riding & pets is a very bad idea because it ruins the loon personalty of our hero
instead:
- getting help at some points in return for helping a person or being good for a being(animal, monster, etc...) is much better
- improve moving/walking system for faster and *realistic slow at some point* is good but (walking around for hours is really very much boring and lots of people have posted about it)
#2 - Telport/Fast-Travel ok this part is tricky
- add more fast-travel nodes for all places which is accessible safely
- use telporters to move around instantly (was a good idea in book I)
- sailing with people help (since our hero cant swim

what about??
?? short-range strait-sight telport skill for magic(or maybe events/quest item for any class)
?? place being change due to game events(falling, kidnapped, got lost in a storm, etc...)
#3 - NPC shouldn't be just good or evil, here are few types of people
- helpful (those who offer to help u with {items, info, healing, etc...})
- traders (Blacksmith, dealer, inn keeper, alchemist, scrolls keeper, etc...)
- opportunistic (those who use u or take advantage of u)
- thieves (who steel stuff)
- pirates (who deals with black market)
- mercenaries (very skilled or just a scum)
- towns folks (just walk around)
- Guards (who secure towns, roads, caravans , tunnels , bridges, etc... {or maybe not

- trainers (who teach u skills {i read about the *lvl10 skill feat should be learned from a trainer* and i agree with it})
- killers (aggressive insane people)
- special (quest related)
>> some Friendly animals wont harm
#4 - Monsters mobs should respown not only while camping in dangers area but also when passing throw it (especially in open areas but less/non in closed rooms)
#5 - Importing char & random start i disagree with both of them because starting from scratch was a nice thing but with a completely ignoring previous book parts that doesn't make any sense
instead:
- make the char more customizable at game start (hit dice and wish u get a nice state isnt that good)
- make ur choice at char creating affect state more
- balance char state
#6 - Random events & quest system ok u need to make it more aggressive
- more random game events, mobs, game-play
- complex quest system which u cant achieve more than 70% of it in a single game-play
- quests affect story going and game ending from throw the game (not just the final quest)
- less pointless parts (like abandoning main quest and wonder without aim)
- add more curiosity side story for side maps and when abandoning main quest to push player forward
#7 - Puzzles this is my favorite part
- puzzles, mazes, clues, etc... rate was just fine at book I & II keep up the good work
- someone was suggesting *time limit* it is bad because it is against game concept of no time limit, when u can go sleep and wake up and the game didn't move yet waiting ur next move
??? u can add instead a chess like puzzle or one which counts on number of moves
#8 - Other stuff
- adding more chat/actions to npc is nice
- smarter AI
- adding new items and materials (check 'Materials & Items Wish List')
- balance magic char
#9 - story
* someone was talking about adding dragons ok since there is a dragon skin but fighting dragons isn't that epic, what is interesting is the ancient dragons with a little mystery
* about Orakur & Farthamurk ??? (i still don't get it in book II)
* a little deep about our hero past will be nice (How he/she got to be in this mess, his/her family-brother, his/her close friends, why he/she is a loon)