1) Facing is a big part of tactical rules, not sure why anybody wouldn't want them both. I try not to use tactical anyway (we even managed a story-driven 4e game that was very fun), but I see the need for it.
2) Do they mean encounter powers or just, "I'm extra powerful"?
3) Please consider the 7th Sea/Swashbuckling Adventures concept of Flaws (was kinda in UA 3.5). Loved roleplaying those with my friends.
4) story-based approach: As in less dice? interesting.
5) I always love an option to reward spectacular things (why PF hero points are fun)
6) Variant Xp is nice to have spelled out. We usually do this anyway.
7) Firearms? Finally! If not at the start, maybe when you refresh Eberron?
8) mass combat is nice, since right now we kinda wing it (or use the 3.5 rules-ish)
9) Fast play rules for multiple creatures could be very good or very bad.
10) I might actually try sea battles if they're worth it.
11) Please bring back realms management. And Birthright! We want Birthright
12) I'm sure there are some who want to hunt reagents. I may on some occasions.
13) I've heard of Crit hit/fail tables from 2e, never used them but willing to try.
14) DRmor from Star Wars makes a return. Cool
15) vitality/wounds also from Star Wars. Alrighty
16) Alternate magic. Like Spell points? Sounds like we almost already have that now, but I'll hold judgement to see.
17) Genre-specific rules could be fun for their settings. Can we finally have Ravenloft back instead of just as a bored game (yes, pun intended)?