First, great feedback! Everything you're outlining here, we generally agree with, but I do want to address each point one by one to sort of explain why we're making the choices we are. Also, please understand that a lot of this is still subject to change, given our current position in the development process.
1. Instancing - agreed! Who wants to be in an MMO where you don't interact with other players? To that end we plan to have the vast majority of the game open and contested. However, there are "instances" where instancing makes sense (forgive the play on words) . I often think back to Nektulos Castle in EverQuest 2. For that zone, for the story to unfold with figuring out the clues and following Billy, it simply would not work in an open world. Similarly, as Brad posted, certain scripts that are both immersive and important to the story couldn't be done in a dungeon that simply respawns every 19.5 minutes. But I can say this - instancing will be used only in special cases where it needs to be done. But, proof is in the pudding and we're quite confident you'll be able to identify with the point here once you see it.
2. Travel. The actual mechanics here are still in the discussion phase. Travel needs to be important. Skipping content in any way is not what we want. So while I can't give a firm answer on this just yet, I can assure you that we know how important it is and will be keeping that in mind, not just with travel, but with all aspects of the game. We know our audience, 'cuz we're part of them.
3. Pulling. Again, too early to say with certainty. I'd like to see it, and I know a few on the team would too. How it's done still needs to be discussed.
4. Appearance slots. Something that hasn't really come up yet in our discussions, but they did serve a wonderful purpose in EQ2. We may or may not have them, but will let everyone know once we know.
5. Micro trans. This is a bit tougher to answer. In short, we don't generally want them but we also know that a game needs to monetize somehow. Right now there is a plan for a partial early experience that may be free-to-play. We haven't landed on that just yet though. The core game, however, is subscription-based. If there are micro-trans, they will be used VERY sparingly and would not include anything that has an impact on gameplay - not even experience potions. This we'll definitely get into more detail on later in the campaign as there's a particular element to it that makes sense, but we can't get into details about it just yet. We're watching it closely though - don't want anything in there that will offset the balance and immersion for anyone, directly or indirectly.
6. This one's easy. The guy who designed Seb? Yeah, he's on our team.
Thanks for your Qs,. Wish I could give more definitive answers on some of them, but hope this'll ease your mind a bit until we have the full answers for you.