Keep the reputation adjustments we have and hopefully expand them to create NPC reactions. I like the idea of heroism as well and I imagine NWN2 will include some kind of basic system along these lines.
Use the skills and feats that most people ignore. NWN sucked at giving us the ability to actually do this. For instance intimidate was absolutely broken and ridiculous and pickpocket was a complete afterthought. Assuming they actually work we should incorporate as many as possible into our conversations. Some of my favorite NPCs where the ones I made while playing around with intelligence checks, although at least one player didn't like the fact that all he could say to those NPCs was DUH.
I have no clue as to how you've planned the reputation system, but here's some thoughts:
Reputation is earned as good/bad -reputation points that are not subtractable from each other, but add up to a total reputation. This total "score" is then compared to a npc:s "reputation noticement level" (or something). In order for the NPC to have heard of the PC, the PCs total reputation must be higher than the NPCs RNL. This level would of course be according to the location of the NPC (low in big cities merchant areas for example). Then the reaction would be according to the difference of good and bad stuff the PCs has done. This system would aid low-level characters in keeping alive, because you'd have to have a reputation to a certain point, before you'd have whole factions trying to kill you whenever they'd see you (and when that time would come, you'd propably have enough levels to handle it).
Just an idea, don't know if it's even possible script-wise.
Intelligence-check -based dialoques are really great (like in the Fallout-series), it might just be lot of work if combined with the reputation-system. Let's
say 3 different intelligence based dialoques and then a lowest of 3 different choices for good/neutral/bad reputation. Multiplies to 9
different dialoques, with intimidate/bluff -checks on top of that (if needed). Of course the work could be eased up by putting those complicated
dialoques only to important quest NPCs or something.
More use of night/day changes. We opted not to go this route before so that merchants were also available but I always liked the idea.
I really would like to see some shops that open only during the night-time. You'd have to go there for your kinky +2 burning whips and
necromancy-scrolls
Cut out the gold! Most NPCs should drop generic equipment and to truly limit gold you have to limit the availability of enhanced weapons and armor. We need to come up with how we want those limits applied, such as nothing common above +1, nothing special above +2 and +3 is considered godly? What about pack animals and back packs? Should we all keep the treasure maps?
I'd say nothing above +1 easily available. If the players want better weapons, they'd have to make their own or buy them from another player.
The pack animals are great, back packs could be non-magical in the stores. Magical ones could be crafted. There's again one good item for the players to craft and sell to other players, everybody needs them anyway.
Keep the map system. Hopefully the script will just work.
No permanent haste. Really hurts when you are running across 150 16x16 maps! Although the travel system we never actually did anything with would help there. At least then you can only be about 75 maps from your desired location.
I keep reading on the forums that NWN2 will have a world map for long-distance traveling. No idea how this will work on PWs. If the same kind of map-system as now is possible to make, then perhaps have some teleports or caravans that you could travel with since there are no horses or anything. Rideable horses in the 2.0 CEP and in the Wyvern Crown -mod, but not in NWN2, not even as "monsters" Sad. Perhaps they will fix this in later add-ons.