Following up on some of the above...
I had the same thought Maw did, with regards to other possible 'endeavours' within the Darklands paradigm. But, you know what? That's sprinkles on the glaze on the icing on the cake. I move we shelve that thought until about a year from now, and only then revisit it.
Honestly, the more we can simply take Darklands' standard as the standard, the better. Let that be the rule of thumb except where necessary. Minimizes the decision-making process, which can be slow and contentious, and lets things focus on the implementation. For instance, Darklands had four PC/companion slots, except under rare quest-driven exceptions; I say we keep the exact same limit unless we find a good reason. There are more hirable companions than this, with various specialties, just like there were more ways you could build a character in DL; you have to pick a subset of the available specialists.
Code for party size would have to be hand-limited, instead of using the Cha/Leadership rules, since we can suppress the Leadership contribution but not the Cha portion; say, every game half-hour, check party size, and the last party member on your list approaches you and you have to choose someone to dismiss. Alternately, we could set the Leadership bonus to zero (see below), which would mean one companion per point of Cha. Not a bad idea IMO, even though it breaks the "Use DL standards wherever possible standard" rule of thumb, simply because it's far less coding. Let's start with that.
Fisheye's suggestion about enemy strength is well taken, although some DL enemies (thugs etc) were no better than they should have been; maybe make 'em lvl10-15 or something, to make up for M&B's greater player-skill element. But yes, tough enemies should be nasty-nasty-nasty. Our companion characters can be made extra tough for their level, I can think of a few ways to do this. (For instance - check hourly; if NPC has leveled up since last check, add 10pts to all proficiencies and 1pt to his lowest 'key skill'.)
Reputation in Darklands was quite different from M&B relationships; better to implement it as a variable (I suggest slot1 of each town gives the PC's local rep) and ignore the standard M&B relationship rules. Thus M&B factions are equally background/unimportant, used mostly as identifiers on the map or something. (Ooh - the city groupings, things like Elbe River Cities, would show up alongside the city name if implemented as factions. That'd be cool.)
If we're using a big map, then we must make sure that a warning about load times is in place somewhere on the initial splash screens. Given that, I have no issues with it (although Winter said something on the Storymod forums about having had issues with the game if his map boundaries were beyond some limit). If we do find that we're limited I'd rather see a subset of the map with travel times still an issue, than a shrunken version of the whole Germany; let's assume that if support for a larger map goes on a wishlist for Armagan, we'll see it eventually, and until then a small subset of Germany will still give us what we want.
There's some new functionality we'll want, and some lost functionality; I move that we reconcile the two wherever possible. For example: the Leadership skill, no longer used for party size, could instead become our equivalent of "Speak Common," at which point skill checks to it will be frequent whenever you choose a "try to convince them of X" menu option. Or, indeed, perhaps we make Leadership do double duty; in the party leader and some companions (the rogues and nobles), it functions as Speak Common; in priest types, it functions as a combination of Darklands' Speak Latin and Read&Write skills. (That is, it helps you earn money and do tasks requiring scribing, or talking fancy to scholars and priests; it helps you research saints.) The functionality of Darklands' wilderness skills gets covered by checks to Tracking or Pathfinding, as seems most appropriate at any given time. The specialists' skills of Alchemy and Religion, those I would propose we cover under the (now useless) Prisoner Management skill. (Prayer Management and Philosopher's Stone Management respectively?) For all of those characters, asking them "Tell me about yourself" gets you first a splash dialogue which explains (say, in square brackets) the translation of that specific skill for this character, then after an "I understand" response, you get their stats page.
At first, the primary character will not have the option to be the group's priest or alchemist. We may, or may not, be able to introduce that functionality (go to Party screen and Talk to yourself?), eventually. But IMO it's definitely a refinement we do not need right away. So it's talking to your priest that gets you prayers; talking to your alchemist gets you potion stuff.
I intend to have Virtue be no longer a skill, but rather a characteristic of the party as a whole, when I code the saints' stuff. Simpler is better. If people really object I'll change it later.
Oh, and I have a thought on a name... "Darkerlands."