We have an aussie dwarf clan at Forgeholm, and there's the landrush settlement of Terra Australis Incognito, so quite a few folk from oceania in the game already.
Do you see minionmancy mechanics being balanced and available to roles beyond necromancers?
I look forward to dwarven artificers being able to manufacture stone golems for the protection of our gold-filled vaults, and our priests and mages being able to call upon the earth itself to wage war upon those who would presume to trespass in our mountains (ie summon elemental).
These gameplay features would be thematically and lore appropriate for dwarves, and might be regarded as core elements of high level gameplay for dwarf wizards, druids, clerics and smiths.
A reason for the role support structure mechanic is likely to force players to have a PC settlement home. Without it, it may be viable for some players to base themselves longterm out of NPC settlements. They might pay for high level training at player settlements from gold gained through solo or small group activities like PVE or banditry, and then rush back to the security of an NPC settlement to avoid having wardec risks or having to participate in settlement metagame.
We'll be sure to found a legendary beer hall where the hospitality of Forgeholm will be available to friends and visitors alike, and where we can raise a tankard in toast of valorous deeds and to honour fallen warriors.
I would buy PVE content. I'm thinking something akin to mini-quests. Many computer games already sell additional quests as DLC, eg skyrim. This could be the digital equivalent to a pathfinder society adventure or tabletop pathfinder module currently sold by Paizo.
Most of my time I'm sure will be spent on settlement development type activities, but the occasional PVE quest would be something I'd likely be happy to pay for.
Perhaps I could pay a sum of money, say 10-20 dollars, in-line with typical DLC costs. An instanced adventure/quest would then be created. I could attempt that quest. I could invite some friends along. If I die I can try the quest again. However once it is 'completed', and I have saved the king's daughter, stolen the gem from the dragon or whatever and receive the primary adventure reward, then I can no longer attempt that quest again (no farming).
Faction Warfare will be one of the fundamental reasons I chose to play PFO. It is far from meaningless to me. There are several fantasy sandbox game options yet I have picked PFO because it is Pathfinder and because of Golarion. Without factions it might be a generic fantasy game.
I expect that I will engage in faction based and settlement based PVP. From my perspective, i.e. my character's perspective, such PVP has a purpose.
I also like the idea that to achieve the higher levels of power and presumably benefits within a faction you must participate in PVP, i.e. there is risk associated with power gain.
I would like to see many different factions. Some with overlapping benefits and characteristics. Therefore there would be no one faction which everyone 'must' join. I'd also be happy if there were alternative means to obtain a benefit available from a faction. For instance a feat such as power attack might be available from a number of factions, or available by another achievement such as killing x ogres singlehandedly. An item available via a faction might be functionally identical but be cosmetically different from an item available elsewhere. Even if not certain exclusive items might find themselves onto the open market and not be game balance disruptive.
In EVE faction membership doesn't wreck the game despite providing benefit to faction members, whether access to a decent LP store for FW participants, or other exclusive LP stores for more PVE focused types (eg virtue implants from sisters of eve mission runners).