I'm a new player too (4-6 weeks?) and like the idea of providing some focused feedback. I'm a software developer in real life, and I know I have a hard time seeing my creations through the eyes of a new customer, so feedback from someone who is both new and an articulate observer is very valuable to me. I make this post in the hope that my observations will be helpful to you.
To me, knowing how the basics of how the mechanics should work in general also has the benefit of a better understanding of what can and can't be done, barring design choices that may have excluded the possibility, or disallows them due to major rewrites of functions and/or scripts.
1) Lack of transparency
2) No mental map
I agree here myself. However I don't know if certain changes will ever happen due to the philosophies behind the design choices.
3) NPC stonewalling
4)Unreasonable delays
5) Forced social interaction
6) Weapon/armor repair
The stonewalling does get annoying. Perhaps the responses from when a player manually enters a conversation can be triggered instead of the dreaded "NPC has no quest information." at the least. Those are still in place.
The forced social interaction can be a problem. I have no problem with those who want to RP 100% of the time, or even a fraction of the time. What has annoyed me with other RPGs is the OOC chat that has no relation to the game. Perhaps increase the chat channels, give some limited range and allow OOC talk there, and limit others to IC only. But that's neither here nor there on the forced interaction. I think the ideas suggested here and on the migration of EZPC into ZeroPing may help a little too.
Now the last one can be a bit annoying. I can have repair skills, but yet not be able to repair an item because it's beyond my skill... I have no Idea when I will be able to, how close I may be, etc. That can be discouraging. This hurts the in game economy too. Also, perhaps where skill books are used, a better organization would help, especially since nobody can really study their knowledge books off-line.
Related is the time involved. We have an in-game clock that runs faster than in RL by necessity, yet repairs are in RL time, and can feel like forever. Perhaps research into some lessened times for such things as repairs. Like Tlok, I'm not saying make everything 1 second to do, but assess the current time-to-repair algorithms in light of not boring new users away, or destroying immersion with their length.