Combine 9 and 6 into this: keep a game log, preferably online or somewhere where players can access it during the week. Tell them that one of their duties as a player is to read the log between sessions. (obviously you keep your own notes as DM as well for thigns that aren't (yet) public knowledge).
As for fumbles - love 'em. But not on every natural 1, nor should crits happen on every natural 20 - far too frequent in both cases. Instead, use some kind of confirm roll (we use 1/d6 for a fumble, for example) to reduce the frequency.
For 3-4-5 you might want to tweak your wording a bit - talking about "the party" implies things happening with the PCs, where your advice involves talking to the players. Bi-ig difference.
Also, the idea of a "party contract" doesn't work well if the campaign intends to have player turnover, unless the group wants to revisit the discussion (which IME can quickly become a roaring argument) every time a new player joins. Without this, a new player always feels a bit second-class in that they didn't get the same input into the rules as did the originals.
Easier just to say this: "In-character, anything goes. As soon as it becomes an out-of-character problem between real players as opposed to imaginary characters, however, it'll get smacked down and players will be asked to leave. Treasury division is up to you, as long as the end result is more or less fair to all."