Great text, it contains a lot of things that really bother me in what has became the main structure of RPG games lately.
But continually, what came to my mind was how hard it would be to design and program a game with the 4 elements you suggested. Do you have tips about bridging the gap between these beautiful ideas you have and a more scalable option? Like a half-way improved game, that proved to the world the power of these concepts at the same time it could be programmed in a reasonably small amount of time?
Anyway, great insights, keep on writing great stuff!