First off - Great Post!
1. Large bonuses for single point investments. Encouraging players to drop "one point wonders" into their build may seem like a good way to get well rounded characters but it is not a satisfying way of building them. A lot of the feedback from my personal group of friends has included frustration over feeling the need to put points in everything and the inability to focus and feel accomplished in one area. In D:OS1 the strongest builds seemed to just get EVERYTHING and and left you unable to even define your character. There should be meaningful tradeoffs other than order acquired.
I kind of agree, it isn't fun to me putting 1 or 2 points into a category when I level up, part of the excitement of levelling up is choosing what to do next and feeling that "dump stat" feel seeing those numbers get higher.
2. Option to keep "Alt" held down would be great. ALSO - if alt isn't held down you can't interact with items (pickup by accident a red item). No game have I ever played where I felt threat around vendors that I might accidentally steal from them. This isn't a fun thing and ends up being really annoying.
So you want a Alt toggle button, as well as being able to hold it down? Sounds interesting.
3. Can we PLEASE get a website with all the numbers that are up to date with the latest patch. I understand that during this alpha/beta phase
I think you just answered your own question. :P
4. Related - do not HIDE numbers from us. Do not state things like "improves crit chance" without saying exactly how much.
Completely agree and it's a complaint I made as well. Sure there is a bonus in x attack, but I want to know exactly how much and do a little maths.

5. Please give us all combat information.
I don't know if you know that you can right-click enemies and click examine, it tells you more information about them.
6. Give players information about progression during character creation or even better an in game information button. Something that tells us when we get combat/social abilities talents and attributes.
I'm not sure I understand this?
7. Is it completely necessary to keep the current system of Con Vitality and Hit Points? I've never seen a system needlessly complicate an incredibly simple mechanism. Sometimes the standard is really just best, rather than reinventing the wheel. I'd recommend using the term health or hit points (vitality is just weird) and allowing con to increase your base hit points. Of course this base is buffed on each level up by a percentage. Having a separate ability to buff hit points further seems odd, and should probably be left to a talent or two. The vernacular can be distracting moreso to the casual player.
I actually like having a skill that adds a bonus to your HP, rather than direct increasing HP itself. It may sound complicated on the surface level, but all you really need to do is increase CON for more HP. It makes it so that a wizard can have high HP, but low CON, meaning if there is a skill that reduces CON bonuses the wizard won't suffer as much... Whereas a barbarian may have low HP but high CON, so using a skill or spell that reduces CON will make them suffer more. There's different things you can do by simply introducing buff stats.
8. Lonewolf vs One Man Army. I need numbers!
MANY of us want to control less characters and it feels GREAT to get a buff for getting to play our way. We can make the buff smaller but as it stands now I feel compelled to run with 4 characters until level 8 - else I'm cheating myself. For me and my friends this is a horrible change. ---> Thats not to say one man army couldn't be a complimentary talent of sorts.
I think this game is naturally more balanced towards having 3-4 party members because of the big changes to the dialogue system (tags).
9. Dialog boxes just seem poorly designed. Sometimes the text is at the top and I'm constantly needing to scroll down. One suggestion I have is to make sure there is a gap between the bottom of the screen and the text so as not to give the illusion that more text is down. This is another one of those "don't reinvent the wheel moments" I'd take a look at how other popular games have managed their dialog to look good. If you want to get really creative give us a resizing option on it to. And as a side note - all of us love that multiplayer characters aren't forced into dialogs with the main character. We can be managing our bags or exploring while one of us is handling dialogs - so good job on that. (an area where many multiplayer games fail)
Completely agree.
10. Maybe create a talent called "Incredible Focus" that enhances the effect of skill areas if you have taken points in 2 or fewer. I'm not sure if this is ideal but I feel like its a step in the right direction for those that don't want to feel like they have to do everything.
Hmm, what about if it has the opposite effect that you described? A talent that increases an area of skills if it has 3+ more points in already?