After partially reading this thread and a few others, I should warn you: I'm not as good or experienced as most of you but I still consider myself as a typical PS player.
I think that the approach when altering mechanics to favor RP is wrong. IMO (and pls. correct me if i'm mistaken) leaving less 'mechanical' things to do or extending the time it takes to do something with the expectation of any RP improvement is partially decreasing RPing possibilities. RP is like love.. it happens when it does: it cannot be forced.
This is opposite to the chances of interaction that physical actions lead to. Roleplaying is having less room to grow from actions and excessive rooting from simple words. Long tasks consume too much time for me to RP and in my experience, the things I can do that may lead to interesting conversations IG are less these days.
When I created this char (when I started playing PS), I allways thought that there are two main ways to move with many derivations but essentially: good or evil. Almost all RP situations have to deal with this: To have a counterpart, an opponent(s).
People are affraid of bad things happening to their chars actionwise (getting robbed, killed, etc..) and many have great ideas of how the system can be twisted to 'protect' their interests whichever those be. But then, the counterpart is lost, for me, the fun is lost (actionwise).
I would like for things (good and bad) happen to everyone. I would say that maybe if our inventory would have 'lockable' items, it may solve the worries of losing our beloved belongings. From actions, great RPing I've seen evolve.. but from simple words, a few.
How nice it is to chase the opponent, to confront him/her, to have a true interaction, engage in personal vendettas, testing one's limits and revising what to improve in order to achieve a goal (whichever it is). Nowdays there are fewer 'physical' situations to feed RP.
PS: Please be gentle