I just read the 1st post so im not sure the summary contains what I am going to suggest, if its repeating, sorry for that. Please compile mine into the main list
Suggestions:
1) Items stat improvement, example
Dragon Scale armor, +5 to +10hp, +0 to +1 to all armor skills, -3 to light armor skill
the hp might be 5,6,7,8,9 or 10, its random but fixed range, and +skill can apply to group skill, even got -skill for high spec eq
2) Long weapon, like spear
Able to attack up to 2 tiles away, but cant use shield
3) Some special skills for fighter(including mobs), active fighting skills
Charge - run and engage something far away, higher skill level, able to engage further, more damage, less chance being interupt(like casting spell near a mob). This skill mainly for fighters to finish their job easier when mobs trying to flee, or trying to run away when all 8 directions are blocked by mobs.
4) Some special skill for ranger, active fighting skill as well
Thunderstrike(my english is no good) - shoot arrow to 1 direction, anything in the path will get damaged, low skill level might cause arrow to stop after hitting 1 or 2 targets, higher skill level can hit more and higher damage
5) Hidden skills, only by getting certain weapon or equipment, cant increase levels by training nor level up
Its like some special effect from weapon, you change the eq, no more, for example drain hp while hitting with sword(lol not chests or barrels)
6) Pets
Like hawk can scout enemy for you, help you draw maps that you cant see with line of sight(eg forest), but wont work in dungeon, rat, can detect hidden wall/treasure for you, pet need to be small, which enemy will always ignore, should be able to run faster than player.
7) Item generation
Item should be generated far before the player arrive either in chest or on mobs, so keep loading and looting wont help.

Mobs repops
Mobs should be regenerating when player went too far from the area, ie a map without any mobs will slowly regenerating when player went 2 or more maps away
9) Show chance of hit when the cursor went on top of the mob
Now is being shown only when the player is actually hitting the mob, should be variance, depending on multiple factor, ie the mob is facing you or not, or if you are shooting an arrow, chance will be lower if the enemy is too far away or your arrow need to bypass some other enemy or line of sight isnt good.
10) Home, with a big chest
I hate to store items in multiple locations
11) Mana regeneration
Should have decimal, even not showing to the player, and not limited to a small amount, ie 1.4 mana generated per turn, on the 3rd turn I should be getting 2 mana(1,1,2). This should also apply to hp.
12) Some extremely difficult side quest
Always can ignore, but can show how good you are if you able to finish them, if you do half way and leave the area, expect a re-do
13) Spell damage based on skill level and int(or wis)
Can still keep the current idea, 2-4 damage per skill level, but if your int(or wis) is higher, chance you will rolling a 4 is higher.(like critical hit)
14) Easier ways to get rid of poison/curse
1000 gold per curse is too damn expensive when the shop have no such potion, I would prefer it fade after a certain period, but not few days
15) End game statistics
took how long, how many game turn, how many game days, being hit how many times, lose how much hp, camp how many times, total camp time, lose how many hp, complete how many normal quest, and complete what special quests, and if can, general score and hahaha how many time saved.
15) Game resolution
Yeah mentioned, but I would like to suggest again, should be able to suppose multiple resolution, like im using 1920x1200, 800x600 or 1024x768 is still too small, i need to adjust my mon resolution to much lower to have a bigger picture.
16) Autosave
Timely and during player leaves a certain map, different slot
17) Skill level limitation
If increasing a skill will no longer getting any more benefits, the game should limit it
18) Smart AI
The AI is just too stupid, they want to flee but only know runing away from player, they should choose a good path to flee, or hiding behind a wall or tree from caster or ranger, or better some key mob should just run away and call for help, so human player will need to be smarter too. Some caster mobs that know to cast protection spell, or healing, or invis(omg ...)
19) damn its too late, i need to sleep. tnx for reading.