1.) What is the best number of players at the table, whether as a DM or player yourself?
It depends on the game. As a D&D DM, I always prefer at least 4 players. More than 6 creates space problems, but I am willing to do it and have run about as many as 8-9 players in the past. For other (d20) games, 2 has been my minimum with the same preferred maximum.
As a player, I really don't care about the minimum number of other players as long as the group has the skills to complete the mission. I've never had the problem of too many fellow players keeping me from playing.
2.) How often should you be able to game in an ideal world?
Once per week with an occasional weekend game.
3.) How long should those sessions be?
3-4 hours weekly and 6-8 hours on the weekend occasion.
4.) The poll handled percentage of Crunch to Flavor, but what are some of the specifics behind your vote?
I voted 60% Crunch to 40% Flavor. Here's why. As a player, I most enjoy cutting to the chase or getting to the action. Combat is usually the action. So, I voted for 60% Crunch. I am less happy when the story or role playing drags on interminably, as I get bored. But I want enough flavor text to set up and sustain the story so that I'm not just playing one wargame scenarion after another. So, I voted 40% Flavor.
I almost voted 50/50 as a DM. As a DM, I naturally value the same aspects of the game that I like as a player. So, I want to set up the story and move to the battle(s) as quickly as possible. In terms of a module or game, that means I like enough Flavor to get to the Crunch. But, I want just enough Crunch to bring alive the Flavor. If it sounds confusing, which it is, see my answer to 5 for more details.
5.) If you could choose the single best next book to become available to you, what would it be, what form would it be in (hardback, softback, PDF), and how much would that book cost (please be reasonable)?
The single best next book that could become available to me would be a combination campaign setting with adventures. My personal preference would be for a low-magic setting (like the late 18th Century American Colonial Frontier or Old West) integrating extant 3.5 character classes, skills & combat (from the PHB) and firearms rules (from the DMG). I could even go for Conquistadors in Central and South America with a fair amount of magic if it was historically grounded (not like Maztica). The bottom line is that I will not buy another campaign setting full of Crunchy bits that never gets the first published adventure. I had several in my hands (e.g. Testament, Dogs of War, Demon Wars, Midnight, etc.) last weeknd but did not purchase them as I have too many such books already from version 3.0. I do not want to learn a bunch of new rules for classes, skills and combat when the d20 system works just fine for most applications. By extension, d20 Modern doesn't do anything for me, and I don't own it; but I might get it for the right campaing like Gamma World IF it has adventures. In the above Old West example, I have Deadlands d20 and Sidewinder d20. Both are great games, but I don't want to learn a lot of new rules mechanics when I can drop D&D character classes pretty much straight into the Old West with the existing rules. For example, I don't need a new skill like Gunplay or Quick Draw to supplant and confuse the core d20 feat Quick Draw and/or skill Sleight of Hand. I might use the statistics for firearms, but that's probably it.
I want enough simple, new rules (Crunchy) that are relevant and compelling to bring the new campaign setting (Flavor) to life. A brilliant example of this dynamic is the Omega World mini-game by J. Tweet published in Dungeon/Polyhedron. That game presents three (3) simple, new mutant races; one (1) new class; a couple new skills & feats; and just a few releveant combat changes (Crunch) to bring an awesome campaign setting alive (Flavor). The rest of the mini-game is devoted to a bestiary and DMing tips. Brilliant. Plus the conciseness of it means that the transition from 3.0 to 3.5 is the easiest of ANY of the dozens of 3.0 games I have. Genius.
(Incidentally, the next d20 book I get will probably be Dungeon/Polyhedron. It is the most bang for my buck.)
Another great example is Judge Dredd d20. Mongoose published the core book which presented just enough new rules Crunch to be relevant to the new setting Flavor. For the default Judge campaign, there are only two (2) new classes, a few new skills & feats, some tweaks to combat, and a simple psionics section. The Judge characters are a little more powerful, especially with better equipment; but I find that fun for players. Then, they printed a DM screen, four (4) modules and several supplements. Even though I don't use the supplements in my game (yet), I still bought them and mostly enjoyed reading them.
A simple, core d20 setting book with several adventures is the product I want to buy. I believe the market was glutted with modules when 3.0 was fresh. Sales of modules then dropped. The first campaing settings sold well, so many publishers are now producing campaign books. I believe sales of those products will dip as well. I think a combined product (or product LINE) is the way to go (recognizing that only DMs really buy adventures but all players may buy a campaing setting).
As far as media, I prefer print to electronic (PDF). I particularly prefer print if the page count is over 50 because I'll have to print it anyway. Also, I can flip through a print product at my favorite local game store, which is much better than a preview on the computer. I prefer hard back to soft back (although I have purchased many soft back books).
Price doesn't really matter to me if the product is good. Of course, less expensive is better (but I don't want CHEAP). I dropped $90 for the core 3.5 books, so I'll spend $20-$50 for my ideal game/book or more for a good line of proucts.
I hope some publisher(s) read this post...