Ok alot to answer here.
I have been thinking about droping the tactic system, but keep the Traits. They can give maybe percentage bonuses. The reason for this is because the tactic system is plain out confusing and adds too much complication that the CM's (Conflict Managers) would have to deal with.
Also, I think some people are thinking that this is going to strictly be a game and no storylines, but actually storylines are the backbone of the RPG. Without people role playing we will just have an offline version of Civ3.
About Businesses: maybe instead of player controlled businesses, we have a list of what players can 'buy' like fortress, castle, some kind of wall? When they buy it they have to spend a certain amount of shields to build it. If they have the required amount all in one turn, it is completed in one turn. Kind of like the way you build things in Civ3.
Also- there will be no stock exchange. No economic sim this game.
About the trait system- Maybe using the DG3RPG style of selecting 3 positive(or strengths) and 3 negative(or weaknesses) traits. Then, characters can be awarded traits based on their actions (as Strider had said).
Strider, if you'd be so kind I'd like you to come up with the traits that can be chosen.
About who gets the land- I'm still at a loss for ideas to tell you the truth. In DG3 RPG we nad an NPC despot who was murdered and then it got hairy, eventually one person came out on top as the Emperor, gave alot of land to his loyals and then we had 3 people with all the land. In DG2RPG it was sold at a first come first serve basis, with the exception that people who had never had land got first dibs. Maybe something like a random dealing to players at first and then they can 'negotiate' who will have the most land in the end

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Or as provo said when the RPG registry is started we give the land out in the order that you signed up on. Maybe the first people to sign up get dibs?
Edit- Maybe select one player to start as the King with all the Land, and he gives land to Vassals as the DG nation gets bigger, and then of course rebellion can happen?
About DG actions- Yes the DG actions are tied to the RPG in weird ways. Say if in the DG we have a warrior exploring, you can start a storyline where your characters are with or they are the exploring warriors. Also if we get a great leader and he is in a city, a story can be started around that great leader an such. I think what I mean to say is that the DG has heavy influence on the RPG, but we have no influence on the DG, but you dont have to follow the DG to play the RPG (for the most part).
Edit- I had also thought about dropping the Land requirements for attaining a certain Nobility Title. It's just plain out silly.
Some more after thoughts- It seemed to be decided at the death of the DG3RPG that the late ancient to late medieval ages was the most fun time for an RPG. When we start this RPG, we can start as if we are at the late ancient age- or we can start and follow the DG, tech for tech, which gets boring. Another option is to follow the DG, but maybe have the techs (during the ancient age) 2 or 3 ahead of what is already researched.
Also- the rules say a player can have 2 characters. What does everyone think on that? Should we go with 2 or go with 1?
Thoughts or comments greatly appreciated.