As, presumably, you will be hoping to sell your game before the time arrives when some of the things mentioned are commonplace, you need to be focusing on other things.
Does your game support mouse control? Although there is great debate about whether mouse control is essential or not for free games, for a commercial game the overwhelming opinion is that it is required.
Does your game assume some familiarity with rpgs in general? If you are selling, then you are hoping to appeal to a wider demographic than members of sites like this one. You therefore have to find a way of catering for people who are not familiar with RM as well as those who know it very well indeed. It can be a difficult balance to strike, so you need to think through how you are going to arrange your tutorials, what you are going to include, when you are going to introduce new elements etc., and at the same time ensure that those who are familiar don't have to sit through them.
Coupled with this, how steep is your learning curve?
Naming of elements within the game: if you are using unusual names for elements (e.g. magic isn't Magic it's Geist Power) how obvious is it what this name is referring to? Does renaming add a certain freshness, or is it just confusing?
Get someone with a not very good computer to test your game. Does it still run without lag? Do your graphics still show up clearly and crisply? What about your lighting effects - is that dark dungeon still visible with a less good monitor? You cannot assume every customer has a new computer and if there are problems they will blame the game, not their set up.
Use an AppData saving script (Shaz has a very good one, free for commercial use). That way if the player has to re-install for whatever reason, they do not lose their save files. Many portals require this anyway.
Be paranoid about the resources you use. If there is even the tiniest doubt about whether it is free for commercial use, contact the creator and find out if you need to pay a fee.
Be very careful about the final size of your file. If people are buying high end games at high end prices, you can be sure that they have a decent internet connection to download it (or are prepared to sit and wait through a long down load time). At the cheaper end you cannot assume that people who are interested have a decent connection, and the bigger your file size, the more chance that some (obviously not all) potential players won't bother to download.
You might be saying to yourself: but what do all these have to do with the quality of my game? I could do all these things and still produce a rubbish game, or vice-versa. True, but you need to think of the total game experience. Paying customers can be less forgiving than those playing free games (though experience shows this is not universally true) and you could have an awesome game, but if it isn't easy for the player to just launch themselves at it, they may go away.