None of these are necessary a bad idea , the delivery might not need to be so direct.
1) Please know your character. Given that I am relatively new I will be ignorant to questions unless I've seen that same issue come up in prior scenarios. If you have a ? then look it up between turns if at all possible.
This is usually easier to do as it comes up, after someone does it.
3) The more the PC's metagame the more I would have the NPC's metagame.
Usually easier to misdirect the players to make them warry of metagaming.
4) Announce who's on deck in an effort to keep things moving.
Someone had an idea for this that i want to try: you get a kush ball or a stress ball or one of those really big d20's and have the players pass it around to be the one "on deck"
5) Keep a track of what bonuses are in play right now so you avoid the whole "16 attack...miss...nope 17...still misses...wait the bard is singing, 18? Roll for damage."
I like adding in the bard seperately. It makes them feel their contributions to the combat.
7) If there are various checks that everyone in the part needs to make at a specific time (perception, will saves) have them roll them before the scenario even starts and then just announce if people see/hear things.
That can be hard to keep track of. With perception/sense motive checks i can see doing this, I can't see the rationale for doing it with will saves.