Especially for the new players, adding a 'w, a, s and d' to the center of the sides of the playing grid would provide players with that movement option in a simple, straight forward manner. That display could be turned off in the 'Options' menu.
Resources: It is obvious that due to the number of players and the potential for ever increasing volume, keeping mining resources 'unlimited' is essential to game play. However, it looks as if the trees, being of different sizes, were, initially at least, to be limited in their production such that a small fir might allow 5 logs per tree and the tree would disappear (just as a MOB does when eliminated) and the next larger tree might yield 10 logs etc. The trees would respawn just like the MOB, but simply standing in front of any tree and harvesting until inventory is full seems less realistic. While multiple players may chop the same tree, it would depleat twice as fast with two and replenish soon enough. Also, chopping trees to get to secret areas could then be an option.
Better in-game instructions: It is great that a jewelry trainer will tell you that you need to make a ring mold before you can make jewelry and telling you how to make it, but after you make one, his telling you the same thing doesn't help you make your first ring. And after reaching the appropriate level, learning how to make the necklace mold seems to be essential to continuing the jewelry making process. After that, I refer you to the previous suggestion of having recepie pages for how to make grander and more useful equipment. This in-game learning system, to me, is essential to playing any game. I was, and still am, frustrated by Diablo II as it requires continuously leaving the game to learn about rune words and Horadric Cube combinations (similar to the forge) that although I like the game play (Diablo I is better - especially if they eliminated the duplication cheat) I don't play the game very much because of this. I do have a notebook with recepies for the various combinations but it really should be an in-game virtual notebook.
Action dialog: Eating a tomato or a chicken leg, as it restores very little in the way of life points, and then reading "You feel a bit better" seems appropriate. However, eating a +15 HP meal or six salmon in a row should elicit a more original observation: Ah, a meal fit for a naive. or This isn't a buffet, you know. or just 'burp'. This idea comes from the original Warcraft by Blizzard where continuously clicking on any character elicits different responses the more you click including: Huh. Whaaaat. and Quit touching me. among others. Zug, Zug.
Selling equipment: Boy, am I upset. I spent hours mining and forging to be a high enough level to make Iron Platemail (seven attempts) and Iron Excalibur (first times a charm) and then went to sell all of the other, lesser iron equipment in Revel and was thouroughly disgusted when I found I had inadvertantly sold the Iron Platemail I had so dilligently crafted - and it was equipped at the time. Ok, it did only take two more attempts to replace it, but that's not the point. Equipped armor and weapons should not be able to be sold right off of your back. Unequipping should be manditory or at least a warning presented during the sale: "That armor is currently equipped. Do you still wish to sell?" Sell all, when you have more than one and only one is equipped would only sell those not equipped and the warning would not be necessary, only when trying to sell the last one that is equipped would trigger the message.
Equipping the various tools: I know, if you are not holding it, you can't use it. I get that. And maybe the first time you use an ax or a forging hammer, you should have to equip it to use it. But after that, having it in your immediate inventory aught to be enough to enable its use automatically. If I am mining under Dorpat with pick in hand and I accidentally bump a Vampire, so long as I had a weapon in the inventory, it should be swapped for the pick or at least have the option, like in Diablo II and other games, of two weapons configurations (selecting some key to switch between them) giving me a fighting chance. It could take too long to open the inventory and then find the sword and then select . . oh, I just died, sorry. Or when mining, you select the item or items you want to smelt and when you are done you go to your chest to get the hammer then get to the forge and now you need to reopen the inventory to enable the hammer. . .I mean really, I just went and got it out, do you really think I did that without intending to use it? By the way, only the left hand woudl be affected. Any armor you are carrying would remain in the backpack and must be equipped manually.
Inventory management - instant movement: I now have a pet. And if my pet inventory is open, selecting any item switches that item to the other inventory box, mine and his/hers/theirs. When I go to my chest, it should initially function in the same manner and when I open the chest, my personal backpack should also open. Single clicking on any item switches one item to the other inventory space. I can always select the bottom buttons too and move some or all. Obviously, if I select a chest item (which contains all of the possible items I have) and there are none in my backpack, the process works just as it does now. But now that I think about it, why does the chest have a space for an item that isn't contained in it? If I have one helmet and I am wearing it, how does it also take up space in the chest? It shouldn't and with the single click movement, it wouldn't have to. The chest would only be full when one or more of each type of item is put in and would not have 'dead space' for those items which are currently only located in the backpack when removed from the chest. I like that things stack in the chest, but a stack of zero shouldn't take up space.