I've been thinking about roguelike concepts, so I just felt like throwing them out and seeing what the thought is:
a) Moving the HJKLYUNM (or is it BN?) movement set-up to JKL;UINM, this allows you to play in a (I think) more natural feeling position, as everyone learns how to type with the index fingers on the F and J. This also leads into...
b) The # key (or meta-key, as I think it's referred to). When a game passes a certain amount of commands, it ends up using this, allowing you to type #quaff, or similar. However, I would think that, with a little bit of work, you could turn the # key into a sort of mini-parser, where you can type #drink and it would effectively act as quaff.
This couples with 'a', because when you are already playing with your hands in a proper typing position, typing #quaff is very easy.
This does, however bring up the problem of: how does the player know what to type when they want to #quaff (can they type #chug, or #gulp?), and how does the program know if the player wants to Zap a wand or throw a dagger when they type #cast (since cast is a synonym for throw as well as being a word for spellcasting). A message that states, "Did you want to Zap or Throw?" just seems clunky.
c) Creature Size. Example:
@ - This is you
D - This is a dragon
Except they look exactly the same size. Of course, you can solve it with this:
DD
DDDDDD
DD
Sure yeah, that kinda looks like a dragon. It could also be a giant butterfly. And any uninitiated in this concept will think they're screwed, because they think they have about 15 dragons coming sraight for them.
Sounds bad. It also leads into...
d) Creatures you know to be large (in semi-real life) following you through 1 tile wide corridors and doorways. This could be solved by the creature destroying walls in its chase to follow you, but the you'd be presented with the bizarre sight of a tile-wide letter disintegrating any tile within a four tile radius. This can be solved with 'c', but then it creates all those problems up there.
and beyond...
That's all I have for now