Having visual aids means that it's not a real roleplaying game?
I have another point of view regarding that, visual aids just take from us part of the necessity of using imagination to immerse ourselves deeply in the roleplay, as long as it doesn't include a freaking targeting system, items that flash in white, enemies that flash in red or an warning when someone is behind your back(First person view is the best for roleplay reasons in regard to that, although traditionally was associated with certain anti-roleplay kinds of games)
Claiming such thing is the same that saying no to the action figures, location drawings or character pictures that sometimes are used in roleplaying sessions. The only difference is that it closes the gap and generates an homogeneous view of the scenario being roleplayed for everyone. As regardless of the details a DM will put about the location of the PCs or about the physical appearance of the NPCs, different roleplayers will imagine visually such descriptions differently. It may be considered to block the capability of imagination from the players, but otherwise it is fully acceptable from the roleplaying perspective.
The main problem I see in Planeshift that strays it away from a true roleplaying game is the fact that combat(specially duels) depends largely on the player skills with timing and on their connection speed and ping. Of course the current in game mechanisms shouldn't be judged as final and probably in the distant future PS reaches 1.0, things will be much closer to the ideal of merging RPGs with CRPGs on its gameplay.
About PvP: I disagree with the current system, if someone comes to attempt murder against your character, he will not challenge him for a duel first. Still it's temporarily necessary until city guards receive patrol routes and a decent Artificial Intelligence to make the main roads safe and to go against anyone that tries to use violence or to murder someone else. Also to avoid mistypings, a message should come for potential harmers, that will change according to the level of security on where one will attempt it. Example is below.
Warning in high safety zones:
"Use of violence will prompt immediate reaction from the city guards against you, are you sure you wish to attack *name* ?"
Warning in medium safety zones:
"If you attempt to use brute force against *name* the guards will sooner or later get you, are you sure you wish to risk your reputation and a bounty on your head?"
Warning in low safety zones:
"You will risk future retaliation if you attack *name*, although you have high chances of succeeding if you can defeat *name, remember that covering your tracks will not be easy after it. Are you sure?"
High safety zones: Always patrolled by guards, trying something is considered suicide in most cases
Medium safety zones: They are not always patrolled and patrols are irregularly timed, but who knows? A guard may spot you doing nasty things when you least expect it as you can't time when will a new patrol arrive.
Low safety zones: With the same security of a slum, these places are infested with criminal activity, you can commit the crime, but whether you will escape with impunity or be caught after it, it's unsure.