While these are nice features (with the exception of achievments, but that's a personal issue), they are mostly standard features for all generic MMO's... some more elaborate then others, but still.
I do very much agree they should focus on things besides progression (I'd actually go so far as to say progression shouldn't come first), but I'm thinking along the lines of customisable player housing (non-instanced), player communities with effects in the game-world (guilds "owning" zones and setting the rules in these zones, players taking over/having a role in existing game-guilds such as thieves guild, mage's guild), a crafting system which is more than collecting and combining nodes/loot, a trading system which is more than an auction drop-box, etc. etc.
Achievements if done right are just one of those opt-in, opt-out type of things, I think it's good for giving non-progression minded players something to work towards.
I played Darkfall Online rather extensively for about a year or so, and I saw how many of the features you mentioned can fail/succeed.
Non-instanced housing is going to be really hard to do, for one you can't just let someone pop a house anywhere they please, well Darkfall thought they had that solved, they added about 40 or so villages to the game world, with about 10 or so housing plots, and house deeds were rare drops in the world, and you placed a house, and if you didnt pay weekly taxes on it, it became forfeit and anyone could claim your house. So there were about 400 total house spots, and they were all taken up in a few months, and that left everyone else who wanted a house in the dark, not to mention half the players didnt even care about the house, all it was to them was a quick teleport to the other side of the map... in short: MAJOR FAIL IN EVERY CATEGORY.
Now I'm not saying non-instanced housing cannot be done right in an MMO, but to do it you need to allow for a much larger number of players to own one, and make it NOT dependent on random world drops. So basically to make it work you'd need to give over about half of every city's actual space to just player housing, and that's assuming all major TES cities are there. I'm pretty sure though they already said there won't be housing, at least at launch.
I definitely think we'll be seeing actual professions, whether or not they are cut and dry MMO faire is hard to say but I hope to see a more robust deep crafting.
A player driven economy without auction houses is nice too, but doing it solely via trading becomes tedious and makes the economy slow and stifled, you need player owned vendor stalls.
As for guild owned territory this DOES work if done right, in Darkfall except for the main racial cities, every other city you conquered with a clan and controlled. However I didn't read anything about clan vs. clan warfare, it seems more faction based, so not sure if this will be in or not.