Because Coldstone can't make multiplayer games, i don't really think it would be necessary for the user to be able to select diffent coloured clothing for his character. That amount of individuality is useually reserved for games with multiple players to distinguish between users, so don't sweat it if you can't do hue selection in-game. It would be cool for adding a bit of variety in monsters the player fights tho... oh well. we'll just have to model the monsteres/player with hue variations, or use another program (something like Graphic Converter) to change the hues after rendering.
Also, I think that the estimate of thirty frames per second for sprites is a bit high. I can count only about 5 diffent sprites used in the blocking motion the sourcer guy uses in PoG Trinity, and it takes about a second. For comparision, Myth 2 uses about that many frames for an attack animation (1-2 sec), a bit less/more for things like cheering, picking up artifacts, etc. Consider that PoG is 150mb, and that is only for some simple animations. If you want to do 30 fps, good luck fitting all the animations into an attractive download size. (of coarse, this might be all wrong, I hope somebody who worked on animating the game can answer your fps question.)
I've got a question; would it be possible to have a character leave footprints? This could be useful in hunting down monsters, or just something to give more snaz to the graphics.
One more thing; are land bridges possible? Say the player passes under a bringe that goes across up above him, then he goes up some stairs and crosses that bridge, going over the path he was just on. (that's the best i can describe it without drawing a diagram, sorry if it's unclear).