1 - Character generation (a possibly his best friend)
2 - Base World map generation
3 - Let the player roam freely throughout an almost empty world
4 - Build the weather system and day cycles
5 - Populate the world with exploration sites like dungeons, caves and cities.
6 - Include creature generation during the world generation phase
7 - Include Item generation during the world generation phase
8 - Populate land types with resources and wild life
You've got a huuuuuuge amount of world generation and modeling systems, but no gameplay it seems at all.
IMO, to get someone on your project, you should give them a taste of what the game could be like not from world gen material lists, but from in-game, actually playing.
The list should read something like:
- Program in a basic character with fixed loadout
- Character movement and basic player controls
- Generate a sample level of some fixed size
- Make a little dungeon to go into and whack a couple monsters
And then once you have that little framework, then you can entice people by showing vids/screenshots of how "just with like two screens, a couple monsters, and a basic character, look at all the gameplay options we could have since in this screenie the character is equipped with a sword of this material, but the enemies are this, but in this screenie over here, you have a totally different character who has taught himself KNITTING!!! and has a DEATH SCARF!!!"
Basically, get an extremely basic couple levels together, a testbed for gameplay really, and then demonstrate to potential designers what COULD be with your systems. That'll show progress, and real promise, and get people thinking about your unique systems.