OP, Your combat characteristics are not MMORPG, they are ACTION GAME. Which is why you keep referencing God of War. Personally I don't play MMORPG's to fight in a maneuverability battles, where the fastest button masher wins. Also I have to agree above, a shield should have no effect on magic attacks unless it's magic shield designed specifically against those types of attacks.
Retical Targeting? This isn't a shooter, click target, tab target will always be and should always be options in the type of game you're discussing.
Maps changes.. Yes we need that. I have an addon for wow that does exactly that.
PvP - No comment, I hate PvP in a MMORPG with a passion and always will, Comes from my days of Diablo I and UO when it wasn't called PvP it was called Player Killing, was very frowned upon, and something only snerts, jerks, @55holes and 10 years did because they wanted to make somebody's day miserable and there was no consequences for it. Gave rise to the whole player killer killer group, Which I was avidly involved in during my UO days, but I digress, I know now-a-days it's not the same thing and, people live for it, so have at, just don't expect me to be there.
@someone who replied I forget who:
WoW being too easy? So I'm assuming you've killed the Lich King already on 25 man Herioc? You 'WoW's too easy now' complainers need to STFU. Making end game available to everyone is a good idea. I wouldn't want to buy a game if I wouldn't be able to "finish" it. If you want more challenge, Up the difficulty setting, me and my guild are working on them and they're Very hard.
I suggest that classes shouldn't even exist but instead you start out with a bunch of skills to build on.
Ultima Online - No classes, learn any skill by doing. Cap Total on skill points (was like 400 back when I stopped playing)
DragonRealms - Classes, but you can learn any skill by doing, no limits except on how much time you spend on it, classes learn specific sets of skills faster.