sword swinging - I would like to have the mechanic you mentioned above, we're still figuring out how exactly we want to do the melee weapon control mechanics. We're also keeping in mind that the player will want to control which type of attack he does and which way his weapon swings in a convenient manner.
ranged weapons - Yes. I'm assuming you mean bows and thrown knives/axes and whatnot. Spells are currently the only ranged weapon but we do plan to add more options for ranged players.
player movement speed - It's not final. This still needs to be balanced against faster AI and other players in PvP combat.
knock back in combat - Currently everything causes knockback, even spells, but the exact force still needs balancing. If you use a more powerful spell it's going to knock back the target further. Melee attacks also knock back the target. The velocity all depends on the angle of the hit.
spell damage vs mana usage - The mana usage is based directly off the charge you have built up. The mana actually drains AS you charge the bar. Spell damage is also directly based on how far the bar is built up, and it should be ramping evenly so that the spell damage you put out is based only on the mana you spend to cast spells. So if you use all your mana with rapid fire spells or you use it all up with huge charged spells, you should be doing the same amount of damage. Spells that use more costly or a higher number of runes cost more mana, so a throw spell is going to be a lot cheaper than a direct spell.
slow skeletons - Skeletons are a weak enemy, there will be more powerful versions later that don't rely on melee attacks, as well as faster enemies that you'll have a hard time keeping distance from.
dungeon levels - There are major plans for multiple dungeon levels. The game will progressively get harder the deeper you go and the dungeon environment will change. You will be given the option of using bind points to respawn at so that you don't have to find your way through a maze to get back to some deep dungeon level. But they probably won't be permanent, you may have to maintain them somehow.
chest item pickup - I've been considering a key to just grab all nearby objects, or possibly some other option if you have any suggestions. Just rubbing up against the chest to grab items seems odd to me, but i am not disregarding it as an option.
more enemies - As I mentioned earlier, there will be harder, more challenging enemies that don't need a hoard to take you down. Though, I would still like to see some swarming type of AI like goblins or giant spiders or something.
mod support - Not really sure about actual game modding, but there has been talk about allowing the player to rebuild dungeon areas to their liking after blowing into an empty area. That would allow you to essentially create your own dungeon, perhaps for in-game purposes such as a secret clan hall or a place to set up an encampment to bind to, but not to go as far as create an adventure with scripted and placed AI and whatnot.
crafting - We want to add that. It's essential to any rpg in my opinion.
placing torches - We want to add that as well. It sort of depends on performance.
minimap - We will add fog of war so you can't see where you haven't been. This also helps the player navigate and not get lost in the maze.