I doubt I can help you with my busy schedule but I was curious about some technical details. Consider this feedback or assistance.
Your "Mapper" sounds like your typical request for map design, which is nice and all, but what about the functional design of the levels? Do the mappers handle that? And if so, how do they make sure they are creating maps that are fluid with the design of the story and the general theme of the game. For instance, if a map has a lot of puzzle elements, who designs the puzzle elements? And who decides if the maps revolve around puzzles or battles? Having too much of both can make a level feel tedious. Are the enemies placed on the map? If so, how is placement handled?
For your tile creators, are they created tiles along with Celianna's, or in place of Celianna's? If in place, why are you not using Celianna's?
Also, the character design it sounds like you want is called Half-Kaizer:
https://www.google.com/search?q=half+kaizer+sprite+template&biw=1708&bih=789&source=lnms&tbm=isch&sa=X&ei=6aBZVIycF4f8yQTRz4KQAw&ved=0CAYQ_AUoAQ
Although I implore you to explore other templates on your own. There's actually a lot of them.
Quick clarification too but the style you show isn't Mack, it's RMXP RTP. There's a subtle difference, so it's minor, but to a pixel artist (Which is what that method is) it's enough of a difference.
Also it sounds like you'll have a team of 9 currently, including yourself. That's fairly large for an RPG Maker game. Small studios with a physical office are around 15, and tiny indie games work best around 3-5.
Have you considered instead of having a team, requesting resources on a per-need basis? Forums and many other game/art resource places are great for that.
Perhaps you can narrow the game features down to their "Core Dynamics" or "Core Mechanics" (Google them, or research the book "Challenges for Game Designers"). This will help you get a better image of your game and in turn communicate the game in simpler terms.
All that aside, the game looks great, the art looks really nice, and I love the screenshots. It's ambitious for a first game, but that's pretty common. The presentation is very professional, and thought has definitely been put into it. The nice thing about making any game is that even if it fails, you still retain the assets and concepts and can use them down the line. Good luck!