I've read it. I've read it all. That doesn't happen often... I understand the idea of a big project and stuff, but what's the point? Adding all these things to the game would screw everything up (assuming it was even possible).
As for
Version checker and
No server-sided debuff, it sounds like hiding from some serious crime. If You're worried about updated versions, just check forums or browser version. Two clicks can't kill You. As for people noticing not working paralyzes, quiets and stuff - if being noticed worries You, just don't use hacks. Any hacks. No-clips are a lot easier to notice and You always have to pay attention not to walk through stones and walls when someone's nearby, which makes dodging bullets more difficult. Making
Stealth no-clip is totally impossible because of all the teleports. I got tped in a wall once, and in the middle of Hermit's pool because of some no-clipper.
Only reason to use reconnect is RotMG lagging out in dungeons, and Kabam should allow this stuff or at least stop lagging so much. Lava walls were nice idea, but only idea. Lava exists only in godlands and abysses, and in godlands it can be easily avoided. Abysses + lava walls can kill people faster than running through lava, because enemies just don't care that You have to run around, when they can run straight at You. Also it can screw You pretty bad when killing Idols. Another thing not needed in "pro-mega-hack-pack".
Randomized Autonexus? Isn't it already randomized? You get nexused when Your health goes below 30%, so for an awful wizard with 500 HP, it can nexus You at 1 HP or at 149. That's pretty random. Unless You're only getting hit for 1 HP. If You need more random, You can always do it manually. Anyway, noone cares about Your HP when nexusing.
Numerical HP/MP and
Inventory Viewer are useful, but not necessary. I like numbers, but I can easily survive without checking someone's pockets :P
Disabling enemy projectiles can help a little with performance issues, but just a little. If You want to remove them to make game less confusing, You can just learn who shoots what, and after that it's not that difficult to remember what to dodge. Same with range. It would be really nice to say "This god is clearly in my range", but that's the only purpose I've found for this. If I want to know if something's in my range - I shoot. No need to waste time coding.
Aura is a really nice idea. It would be enough just to always draw Your character on top layer, since I always find myself lost while trading, and moving around to pin-point my exact location doesn't really help in crowds.
I missed few functions that are in my opinion not possible to accomplish, cause someone more pro will surely point them out. These "pro-mega-hack-packs" are a little waste of time to be honest. Game is perfectly playable with simple fullscreen and HP bars. Everything else (except
nilly's Anti-spam 
) is just cutting the "game" element from the game. If I'm gonna hack and ignore stuns, quiets and other stuff, then basically everyone can, everyone should, so let's just remove them. Then we can remove bullets, cause they can cofuse people, then monsters, so nobody would die, and just to keep game "perma-death" - add aging timer, so chars would die when they hit 80. If You want to make a big project, think about more utility and performance stuff that the game needs, instead of robbing it of any challenge. Just saying.